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You're a Space Marine Captain.

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Thread replies: 150
Thread images: 30

This is my first quest so please correct any errors I make.
An Imperial world is under siege by an Ork invasion. The defending Imperial Guard is overwhelmed and are desperate for reinforcements.
You are a Space Marine captain, your main objective is to kill the Ork Warboss: Ugfug Grotwort, and drive the Ork enemy off of the planet.
Choose your chapter (Or make one up), choose your name, and choose your equipment. (Ex: Power Sword and bolt pistol)
>>
>>19195
I know fucking nothing about warhammer 40k
YOLO Tho

Someone gimme a chapter
Bacon McHam's the name
Wielding the mighty PowerSword of The Pigs
>>
>>19209
A generic Smurf successor so it fits when we go renegade.
>>
>>19248
I have no idea what that means but I approve,
Lets go ork killin mother fuckers
>>
>>19195
Let's roll for it!

https://1d4chan.org/wiki/Space_Marine_Chapter_Creation_Tables
>>
Almost forgot. Once you guys decide a chapter. You will get these units and squads:

>Scout Marine Squad. Perfect for reconnaissance. 4 Scout Marines. 1 Sergeant. 2 wield a sniper rifle, and the rest have boltguns. The Sergeant also wields a sniper rifle.

>2 Tactical Marine Squads. For each squad, 4 Tactical Marines, and 1 Sergeant. Each Tactical Marine wields a boltgun. The Sergeant wields a bolt pistol and a chainsword. Everyone has krak grenades and frag grenades.

>2 Assault Marine Squads. For each squad, 4 Assault Marines and 1 Sergeant. Each Assault Marine wields a bolt pistol and a chainsword. The Sergeant wields a bolt pistol and a chainsword. Everyone has a jump pack.

>Devastator Marine Squad. 4 Devastator Marines. 1 Sergeant. 3 wield heavy bolters, and 1 wields a missile launcher. The Sergeant has a plasma cannon. Everyone has krak grenades and frag grenades.

>Terminator Squad. 4 Terminators. 1 Terminator Sergeant. The Terminators wield power fists and storm bolters. The Terminator Sergeant has an assault cannon and a chainfist.

>Terminator Assault Squad. 4 Assault Terminators 1 Terminator Sergeant. The Assault Terminators have storm shields and thunder hammers. The Terminator Sergeant wields lightning claws.

>Librarian equipped with a bolt pistol and a force weapon. The Librarian has psychic abilities. A full list of these abilities will be listed when he is deployed.

>Chaplain equipped with a rosarius, bolt pistol and a crozius arcanum. He is responsible for the mental health of his battle-brothers, and his mere presence inspires everyone around him.

>Apothecary equipped with a narthecium and a bolt pistol. Also has frag grenades. The apothecary can heal with his narthecium.

>Three land speeders with heavy bolters.

>Techmarine accompanied by five servitors. The techmarine is equipped with servo-arms and an Omnissian power axe. The techmarine and servitors can repair vehicles.

>Ironclad Dreadnought equipped with a hurricane bolter and a seismic hammer.

>Venerable Dreadnought with a Multi-melta and a power fist with built-in storm bolter.

>Two whirlwinds equipped with multiple missile launchers and smoke launchers.

>Vindicator with demolisher cannon and smoke launchers.

>Stormraven gunship with twin-linked assault cannons, twin-linked heavy bolters, and four stormstrike missiles.

Are you satisfied with this?
>>
>>19286
>Once you decide a chapter AND a name and your equipment.
Forgot to put that in.
>>
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>>19195
Name: Ithimar Bear
Chapter: Ursux claws
Equipment: Power armour, chainsword, and purity seals.

Now what?
>>
>>19195
>Chapter
Honey Badgers
>Name
William Kilgore
>Equipment
Bolter-Flamer, Chainfist, Jump Pack
>>
You are a captain of the Ursux Claws Space Marine chapter, your name is Ithimar Bear, and you wield power armor, a chainsword, and purity seals.
Now that we have decided that, you are now ready to deploy to the planet via drop pod. Choose any unit or squad from here: >>19286 to deploy onto the planet. Keep in mind that you (the captain) do not have to deploy yourself in until the second time you deploy any unit or squad, but you may still deploy yourself first. You may also deploy more than one unit or squad.
The rules are simple: the game is lost if you (the captain) die.

>Current objective: Kill the Ork Warboss, Ugfug Grotwort.
Who do you deploy?
>>
>>19195
Chapter: Blood Angels
Name: ????
Equipment: Chainsword and bolt pistol
>>
>>19319
Send the scouts down first, locate the warboss and attempt to assassinate if possible. Orks like a big fight, we shouldn't give them one.
>>
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>>19515
You order the scouts to drop in first via drop pods. The drop pod lands and opens. The scouts move out of the pod quickly and find themselves in an intersection. They can hear the screams of imperial guardsmen, the sound of gunfire, and the laughter of Orks. The buildings nearby have been abandoned.

You can
>Go North
>Go East
>Go South
>Go West
>Or something else?
What are your orders?
>>
>>19534
What's in each direction?
>>
>>19534
>>19546
Actually, go into the nearby buildings and get as high as possible. Get a good view of the battlefield but do not have engage, all that matters is if the warboss is in this specific clusterfuck or not.
>>
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>>19576
You order the scouts to go into the nearby buildings and get a good view of the battlefield.
The scouts do not spot the Warboss, but they do spot a large Ork Camp in the East. There are many gretchin and ork boyz. Upon further inspection, the orks also have a Killa Klan.
What are your orders?
>>
>>19601
Is there a chance that the warboss might be in the camp upon closer inspection?
>>
>>19618
If the scouts get closer and check from up close, I mean.
>>
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>>19625
The scouts move closer to inspect the camp. There is no sign of the Warboss, but he has probably been here recently.
Maybe you could get closer. Perhaps one of the orks in the camp know his whereabouts?
>>
>>19649
Roll a 1d20 for the usefulness of the information you recieve.
>>
Rolled 11 (1d20)

>>19649
Orks aren't the most viable to interrogation. Head further east for now, that direction should lead us to the strongpoint of the Waaagh, judging by what we've seen.

>>19676 just came in for me. If I have to, rolling.
>>
>>19685
The scouts overhear one of the Orks say that the Warboss has some of the biggest guns that he has ever seen. So the Warboss has been here recently, but where has he gone? You hear nothing about his location, unfortunately.
The scouts move further east. They hear a scream for help. Sounds like an imperial guardsman.
What are your orders?
>Ignore and keep heading east.
>Investigate
>Or something else?
>>
>>19718
Investigate but be careful, it might be a trap laid by some cleverer boyz.
>>
>>19737
The scouts move to investigate. It is indeed an injured imperial guardsman. He is laying down in debris. The scouts observe the buildings and see no orks, but then again it could be a trap.

You can:
>Go to the guardsman
>Inspect further
>Or something else?
What are your orders?
>>
>>19770
Send one Scout to help while the others cover and investigate
>>
>>19770
Brace for the ambush we just walked into.
>>
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>>19784
You order one of the scouts to investigate while the overs cover. At this moment, six ork boyz jump into action. You should've inspected further.
You can
>Fire at the ork boyz [Roll a 1d20]
>Retreat as the scout and the guardsman are murdered.
>Or something else?
What are your orders?
>>
>>19816
>overs cover
others cover. my bad.
>>
>>19816
Did the scout have either a bolter or a sniper rifle?
>>
>>19816
Retreat and have the Scout kamikaze the Orks with a Krak grenade.
>>
>>19851
A bolter. Next time you can decide.

>>19857
It is better to die for the Emperor than live for yourself. The scout uses a krak grenade to take out the orks. This kills himself and the guardsman.
The scout squad's morale has dropped. You will now need to roll higher to perform tasks succesfully. However, you can deploy your chaplain and raise morale even higher than before and fix this.

>Your current scout squad: 3 scouts, 1 sergeant.
What are your orders?
>>
>>19899
Don't deploy the chaplain yet, we need to keep light, draw as little attention as possible. Speaking of which, head further east immediately, the sound of that grenade's gonna draw more orks.
>>
>>19915
The scouts move east with a heavy heart. The sound of gunfire becomes louder. There is a battle occurring near you.

You can
>Investigate
>Ignore and keep moving east.
>Do something else?
What are your orders?
>>
>>19941
Investigate and keep our heads down.
>>
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>>19955
You order the scouts to investigate. The imperial guard is defending one of their outposts from ork boyz. The imperial guard is being lead by a single commissar. Maybe he has valuable information?

You can
>Deploy another unit or squad (This includes you, the captain) to help the Imperial Guard.
>Ignore and keep heading east.
>Do something else?
>>
>>19990
Whirlwinds provide a creeping barrage on the attacking orc's while the land speeders commence harassing attacks along the orks flanks. During the distraction send the scouts into the outpost to meet the Commissar.
>>
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chapter:lambda brigade
name: achilles the marauder
equipment: plasma gun & mark 10 chainsword

give me a Devastator Marine Squad.
>>
>>19990
Help them with the scout squad. Throw our grenades, followed up with accurate snapshots at a distance with the snipers, while the bolter suppresses.
>>
>>20029
You decide to deploy yourself, the two whirlwinds, and the three land speeders to aid the Imperial Guard. This heavily increases the Imperial Guard's morale, and they push the ork enemy back.

>>20037
The scout squad uses their grenades and shoot at the orks. It only takes a couple minutes for the orks to be eliminated.
After the battle, you and your scouts decide to meet the commissar. He is nervous as you ask him for information concerning the Warboss. He tells you he doesn't know, but he is positive that the lieutenant has a lead.

You can
>Follow the commissar to the lieutenant
>Ignore him
>Do something else?
What are your orders?
>>
>>20059
Stick together and follow the commissar in a formation that puts you and him in the center, the guardsmen on the sides, the speeders up front, and the scouts and whirlwinds behind us.
>>
>>20059
Follow him to the lieutenant
>>
>>20059
Bring the speeders back and instruct them to maintain a holding pattern and provide security to the whirlwinds. The whirlwinds have order's to provide support for calls to fire from the scouts and IG. See what this Lieutenant has to say for himself.
>>
>>20095
Switching to this.
>>
>>20088
>>20095
You order the speeders back and instruct them to maintain a holding pattern and provide security to the whirlwinds. You protect the commissar as you are lead to the lieutenant.
You are brought to the lieutenant, who is relieved to see that Space Marines have come to his aid. You ask him about the Warboss.
Luckily, the lieutenant says that his intel team had spotted a large ork convoy to the north of your current position, and the Warboss is sure to be in it. However, the intel team also reports a massive army of orks heading your way. Your whirlwinds and land speeders are probably not enough to hold the position. The Imperial Guard has much firepower combined with yours. If you protect them you have a much larger chance of killing the Warboss.

You can
>Leave them and go after the convoy.
>Defend your position. Deploy more units and squads to help.
>Or something else entirely?
>>
>>20156
Request reinforcements of Devastator Marine Squad, 2 Tactical Marine Squads, Chaplain, Venerable Dread and Vindicator. Be sent to reinforce the IG.

The Whirlwinds will remain where they are in a defended position behind the IG with the Land speeders keeping the flanks and rear of the outpost secure.

I wish for the scouts to be airlifted close to the convoy where they can get a visual on it and attempt to identify the War bosses ride.
>>
>>20156
Help the Imperial Guard defend the position.

Bring down:

>The Chaplain to boost the morale of the demoralized scouts

>the Venerable Dreadnought to mow down the orks at a distance, counter any armor they might bring, and take care of them if they get close

>The two tactical squads, for adaptability.
>>
>>20237
Great minds!
>>
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>>20228
>>20237

You deploy Devastator Marine Squad, 2 Tactical Marine Squads, Chaplain, Venerable Dread and Vindicator.
This improves the Imperial Guard's morale even more, they will surely fight to their limits, and they might even surpass them. Your chaplain gives comfort to the scouts, and boosts the morale of the marines.
The ork army approaches, roll a 1d30 to determine the outcome.
>>
Rolled 29 (1d30)

>>20265
>>
>>20279
The ork army approaches with killa klanz', deff dreads, and tons of ork boyz and gretchins, but they're no match for the combined might of the Imperial Guard and the Space Marines. The venerable dreadnought, vindicator, and the whirlwinds tear through the killa klanz and deff dreads, and the marines and land speeders tear through the orks. Ultimately, the orks are eradicated.

>Space Marine Casualties: None
>Imperial Guard Casualties: A small number of troopers
>Ork Casaulties: Wiped out.

Now that you have the Imperial Guard on your side, you are free to attack the convoy.

What are your orders?
>>
>>20335
take inventory of the ig vehicles & troop strength
>>
>>20335
Call down the devastators to counter the vehicles.
>>
>>20335
Set up all of our forces at some abandoned structures nearby. Have the land speeders draw the convoy into an ambush.
>>
>>20335
Move the Whirlwinds to the outpost and have the tactical and devastator marines fortify the position and protect them. Send the scouts and land speeders to hunt down the convoy and identify the war boss's ride. The Chaplin can provide last rites for the dead and Dread can just chill with the vindicator.

Key order at the moment - Get the Scouts and Landspeeders to get me a positive ID on the High Value Target (HVT)
>>
end?
>>
>>20378
You order the whirlwinds to the outpost and have the tactical and devastator marines fortify the position and protect them. The Chaplain begins last rites for the dead.

The scouts and the landspeeders move out to the North to observe the convoy.

They spot:
>30 warbikes
>2 grot bomb launchas
>12 warbuggies
>1 battlewagon
>1 kill bursta
>1 kill krusha
>At the very front, there is a large vehicle that is equipped with massive cannons and weapons. The Warboss is clearly in that vehicle, and he is clearly transporting something.

What are your orders?
>>
>>20462
Make it look like they're running away, while leading them to our position.
>>
>>20462
Set up an ambush and use the speeders to draw the convoy to it.
>>
>>20486

I am assuming you want to bring the units and squads at the IG outpost to the location of the ambush, right?
>>
>>20514
Yes.
>>
>>20462
Depends -

If they are heading toward the outpost, let them keep going and then unleash hell using the base of fire already set up at the outpost.

If they are heading away from the outpost, have the whirlwinds keep up a sustained barrage of the convoy, The scouts are to engage the driver/s of the lead vehicle. Bring the Stormraven in to do low passes over the convoy engaging targets, Land speeders are to use their speed and heavy bolters to suppress the convoy. Once the convoy has stopped moving the whirlwinds will fire a smoke screen. After which a Assault squad of Terminators will deep strike to the Warbosses vehicle using coordinates from the scouts and kill the HVT.
>>
>>20486
>>20531
You begin to set up an ambush for the convoy. There are many orks, and you might have underestimated their strength. Do you want to bring in more units and squads?
>>
>>20546
The convoy is not going towards the outpost, i should of specified.
>>
>>20551
Bring down the terminator squad and a squad of assault marines, along with the ironclad dreadnought and the stormraven.
>>
>>20580
You deploy the terminator squad, a squad of assault marines, an ironclad dreadnought and the stormraven.

Roll a 1d20 to decide if the convoy is stopped by the ambush or not.
>>
Rolled 15 (1d20)

>>20604
>>
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>>20612
You successfully stop the convoy, however, the main vehicle might be able to power through the ambush if you do not do anything about it.

The IG and the Space Marines begin firing at the orks, who fire back.

What ork units do you kill first? Roll a 1d20 to determine the outcome for each unit you decide to kill.
>>
Rolled 9 (1d20)

>>20646
The warboss' ride, that's our main objective. Focus all fire!
>>
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>>20670
While you do a little damage, the Warboss' ride is too armored to penetrate, and is trying to get through the ambush. The orks fire back, inflicting damage towards the IG and you.

STATUS
>Space Marine Casualties: >2 tactical marines injured, but still fighting, vindicator damaged.

>IG casualties: One imperial guardsman squads wiped out.

>Ork casualties: >Three warbikes destroyed. Warboss' ride taken hits, a little damaged but not too bad.

You can
>Keep firing
>Retreat
>Deploy more units
>Or something else?
>>
>>20715
If you decide to keep firing roll a 1d20 and specify who you are shooting at.
>>
Rolled 18 (1d20)

>>20715
Deploy the apothecary to heal the wounded and keep firing at the warboss.
>>
>>20741
The apothecary is deployed and begins healing the injured.
You puncture the armor to the Warboss' ride. So much that the Warboss himself gets out.
He is armored, you probably won't be able to puncture his armor with normal bolters. He begins to taunt you. He want's to duel you.

What are your orders? If you decide to fire at the Warboss roll a 1d50.
>>
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Rolled 26 (1d50)

Warp into the Sector.

Flood Local Vox Channels with - https://www.youtube.com/watch?v=DDEfSKHHIxc

Descend from the ship "SHINING EXAMPLE" currently orbiting the planet with 12 drop pods. 8 of which are filled with Partridges and the other 4 containing Marines Flocks. Kill the Warboss
>>
>>20751
When I say that the Warboss gets out of his vehicle I mean that he is standing on top of it.
Should've specified.
>>
>>20751
Order all men to cover you while you deploy and fight the warboss in a 1v1.
>>
>>20765
You decide to fight the Warboss.
You order your men to cover you as you run up to him.
If you decide to attack him, roll a 1d50.
>>
>>20781
Draw my close combat weapon and attack. (How do I roll?)
>>
>>20793
You draw your close combat weapon and begin the duel on top of his vehicle. You can still feel the vehicle trying to break out of the ambush.

(Just put dice+1d50 in the options field when posting.)
>>
Rolled 35 (1d50)

>>20781
Go in chainsword swinging.
>>
Rolled 10 (1d50)

>>20809
Spin up the chainsword and strike his gut.
>>
>>20811
You begin to attack the Warboss, you hit his armor, weakening it.

You can feel the vehicle beginning to escape from the ambush. You look above you.

You can
>Attack the warboss again. Roll a 1d50.
>Strengthen the ambush's hold on the vehicle. by rolling a 1d20.
>Or something else?

What do you do?
>>
>>20845
>You look above you
Meant to say look down at the vehicle. Jesus.
>>
>>20811
Random guardsman:
My lord, how about destroy the wheels/ track on the vehicle?
>>
>>20845
you said the vehicle is at the front of convoy?
How about we make the front truck crash and cause a pile up. to stop the convoy.
>>
>>20845
Fuck. I've realized that the roll to strengthen the ambush thing is pretty stupid. So we'll just go with >>20859

The Space Marines successfully crash the truck and cause a pile up.

You can
>Attack the warboss again. Roll a 1d50.
>Or something else?
>>
"Aaaaaghhhh" - random guardsman dies..
>>
"Aaaaaghhhh" - another random guardsman dies..
>>
Rolled 22 (1d50)

>>20884
DIE, SCUM!
>>
>>20940
The Ork Warboss hits you in the face. You fly backwards. He laughs.

You can
>Attack the Warboss once again. >Roll a 1d50.
>Or something else?
>>
Rolled 32 (1d50)

>>20950
DIEEEEEE!
>>
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>>20976
You puncture the Warboss' armor, but for some reason he laughs.

You can
>Roll a 1d50, 37 or higher kills him for good, but a five or lower will kill you.
>Or something else?
>>
Rolled 25 (1d50)

>>20995
GLORY OR DEATH!
>>
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>>21034
You both clash your weapons. Victory is close, but so is death.

You can
>Attack the Warboss. Roll a 1d50. 28 or higher kills him for good, but 10 or lower will kill you.
>Or something else?
>>
Rolled 29 (1d50)

>>21064
CHAAAAAARGEEEE!!!
>>
>>19195
No! I was too late to see the beginning of this! I'll just read and continue along if I like it.
>>
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>>21092
>>21092
The Warboss strikes at you, but as he does, you parry him to the left and decapitate him.
You have killed the Warboss. The orks begin to flee and you order your Space Marines to pursue as their numbers dwindle.
You have successfully taken back the planet for the Imperium.

Sorry, I'm terrible at endings, but I'm glad you guys joined! I will probably do another one, but I will be taking a break. Do you guys want to? Maybe this time we can fight someone other than orks.
I'll make sure to make it more difficult, too
>>
>>21124
Thanks for running man, I'd be happy to do another one.
>>
>>21136
Np. I'll take a break first, like I said, but I might start another one in this thread.
Unless you want to wait for this one to expire and I'll make a new one.
Your choice.
>>
>>21155
This thread would work.
>>
>>21160
Got it. I'll start it later.
Thanks for joining.
>>
>>21166
NP
>>
We're back.

You have been tasked with the elimination of Chaos Space Marines on an Imperial Jungle World. It is just you and your company, you cannot request back up from any other factions.
You are a Space Marine captain, just like the last game, your main objective is to defeat the enemy and drive them off the planet, but instead of killing a Warboss you will have to destroy the Chaos base.
Choose your chapter (Or make one up), choose your name, and choose your equipment. (Ex: Power Sword and bolt pistol)
>>
>>21545
>Iron Hands
>The Silver Palm
Power Fists and Bolter
>>
>>21620
You are a captain of the Iron Hands Space Marine chapter, you are known as The Silver Palm and you wield a bolter and power fists.

Just like last time. Here are your units and squads, but this time you have more units, and you're going to need them.

>Scout Marine Squad. Perfect for reconnaissance. 4 Scout Marines. 1 Sergeant. 2 wield a sniper rifle, and the rest have boltguns. The Sergeant also wields a sniper rifle.

>3 Tactical Marine Squads. For each squad, 4 Tactical Marines, and 1 Sergeant. Each Tactical Marine wields a boltgun. The Sergeant wields a bolt pistol and a chainsword. Everyone has krak grenades and frag grenades.

>3 Assault Marine Squads. For each squad, 4 Assault Marines and 1 Sergeant. Each Assault Marine wields a bolt pistol and a chainsword. The Sergeant wields a bolt pistol and a chainsword. Everyone has a jump pack.

>2 Devastator Marine Squads. For each squad, 4 Devastator Marines. 1 Sergeant. 3 wield heavy bolters, and 1 wields a missile launcher. The Sergeant has a plasma cannon. Everyone has krak grenades and frag grenades.

>2 Terminator Squads. For each squad, 4 Terminators. 1 Terminator Sergeant. The Terminators wield power fists and storm bolters. The Terminator Sergeant has an assault cannon and a chainfist.

>2 Terminator Assault Squads. For each squad, 4 Assault Terminators 1 Terminator Sergeant. The Assault Terminators have storm shields and thunder hammers. The Terminator Sergeant wields lightning claws.

>Centurion Assault Squad. 2 Centurions and 1 Centurion Sergeant. They all have Twin-linked heavy bolters and hurricane bolters.

>Librarian equipped with a bolt pistol and a force weapon. The Librarian has psychic abilities. A full list of these abilities will be listed when he is deployed.

>Chaplain equipped with a rosarius, bolt pistol and a crozius arcanum. He is responsible for the mental health of his battle-brothers, and his mere presence inspires everyone around him.

>Apothecary equipped with a narthecium and a bolt pistol. Also has frag grenades. The apothecary can heal with his narthecium.

>5 land speeders with heavy bolters.

>Techmarine accompanied by five servitors. The techmarine is equipped with servo-arms and an Omnissian power axe. The techmarine and servitors can repair vehicles.

>2 Ironclad Dreadnoughts equipped with a hurricane bolter and a seismic hammer.

>Venerable Dreadnought with a Multi-melta and a power fist with built-in storm bolter.

>4 whirlwinds equipped with multiple missile launchers and smoke launchers.

>2 vindicators with demolisher cannon and smoke launchers.

>2 stormraven gunships with twin-linked assault cannons, twin-linked heavy bolters, and four stormstrike missiles.

>1 land raider with twin-linked heavy bolter, two twin-linked lascannons, and smoke launchers.

Are you satisfied with this?
>>
>>21691
Sure sounds god.
>>
>>21796
Excellent. You are now ready to deploy via drop pod. Choose any unit or squad to deploy onto the planet. Keep in mind that you (the captain) do not have to deploy yourself in until the second time you deploy any unit or squad, but you may still deploy yourself first. You may also deploy more than one unit or squad.
The rules are simple: the game is lost if you (the captain) die.
This will be much harder than just killing a bunch of orks...

>Current objective: Find the Chaos Base and destroy it.
Who do you deploy first?
>>
>>21691
>Scout Marine Squad.
I guess?
>>
>>21859
You decide to deploy the Scout Marine Squad first. They land and step out of the drop pod quickly. They find themselves in a jungle. All of the foliage makes it hard to see far, and there is a large lake to the north. It's time to find the Chaos base.

You can
>Go north, into the lake.
>Go east.
>Go south.
>Go west.
>Or something else?
What are your orders?
>>
>>21914
>Go west.
>>
>>21943
The scouts move west for about a mile until they spot three heretics. It is unclear what they are doing, and there might be a couple of Chaos Space Marines nearby.

You can
>Shoot the cultists. Roll a 1d20. 8 or higher kills them all.
>Wait a bit and see what happens.
>Or something else?
What are your orders?
>>
>>21983
>Shoot the cultists. Roll a 1d20. 8 or higher kills them all.
>>
>>22004
You've got to roll the dice, my man.
Type dice+1d20 in the options field.
>>
Rolled 9 (1d20)

>>22023
yeah, I was waiting to see if anyone else would vote
>>
>>22086
Ah. That's fine.

The scouts shoot the cultists, killing them one by one. The scouts move to inspect the corpses, but they hear the sounds of Chaos Space Marines rushing towards their location. They must of heard the gunfire, and scouts are no match for Chaos Space Marines.

You can
>Run. Roll a 1d20. 10 or higher has you run successfully.
>Hide in the nearby foliage. Roll a 1d20. 10 or higher has you hide undetected.
>Or something else?
What are your orders?
>>
Rolled 18 (1d20)

>>22159
>Hide in the nearby foliage. Roll a 1d20. 10 or higher has you hide undetected.
>>
File: Alpha_Legion_Traitor_Marine.jpg (87KB, 562x880px) Image search: [Google]
Alpha_Legion_Traitor_Marine.jpg
87KB, 562x880px
>>22187
You successfully hide in the foliage.
Five Chaos Space Marines appear and inspect the corpses.
"Space marines..." one of them says quietly.
They now know that you are here, the Chaos Space Marines run back to where they came, disappearing into the foliage again, probably to warn the others.

You can
>Follow the Chaos Space Marines west. Roll a 1d20. An 8 or higher will have you successfully follow them to their destination without getting caught.
>Go north
>Go east
>Go south.
>Or something else?
>>
>>22253
>Follow the Chaos Space Marines west. Roll a 1d20. An 8 or higher will have you successfully follow them to their destination without getting caught.
>>
Rolled 10 (1d20)

>>22265
OPPS FORGOT TO ROLL
>>
>>22286
The scouts successfully follow the Chaos Space Marines without getting detected, they stop and watch as the Traitors go up to a large figure in the distance... a Champion of Chaos.
The Champion of Chaos is accompanied by a Chaos Sorcerer, a Terminator champion, and many other Chaos Space Marines.

What are your orders?
>>
>>22356
retreat and redeploy our forces to attack the chaos champion.
>>
>>22406
The scouts retreat.
Who do you deploy?
>>
>>22423
Fuck it, everything.
>>
File: Grupo-space_marine.jpg (46KB, 620x443px) Image search: [Google]
Grupo-space_marine.jpg
46KB, 620x443px
>>22430
You decide that you're going to deploy everyone and everything. You will show no mercy to the Emperor's foes.
The skies are filled with drop pods, this will surely attract the attention of the Chaos Space Marines, so you might want to move quickly.
Speaking of which, since you deployed everything, that means you also deployed your Librarian.

Here are the abilities of the Librarian:

>Dominate - The Librarian may take over the mind of another, controlling his victim with his will.

>Force Dome - Summoning up a shimmering field of force, the Librarian fashions a shell around himself and nearby allies. The shell is a sphere extending up to the radius around, above, and below the Librarian and protecting him and any within it. This shell provides protection against all kinds of ranged attacks or hazardous environmental effects, even trapping air and water within it. However, it will not stop melee attacks or creatures (friend or foe) that may pass through it without restriction.

>Machine Curse - The Librarian calls down a terrible curse on nearby machines and vehicles. The Librarian can either target a single vehicle (such as a battle tank or Land Speeder) or a number of mechanical devices (such as guns or Servitors).

>Smite - The Librarian conjurers up lethal bolts of lightning that leap from his hands to burn and blast his enemies into ash.

>Veil of Time - The Librarian attempts to predict the near future, seeing the flow of events and the actions of others. While this power is in effect, the Librarian benefits from this foreknowledge.

You have also deployed yourself, so now you are fighting alongside your battle-brothers.

What are your orders?
>>
>>22522
Charge the fucking Chaos Champion, FOR THE EMPERPOR~!
>>
>>22601
You charge the Champion with everything you've got. They are caught by surprise and begin to retreat.

You can
>Follow them
>Or something else?
>>
>>22627
>Or something else?
Cut off their escape with our Vehicles, Fire everything we're got into their forces and, Keep, CHARGEING LIKE A MOTHERFUCKER!
>>
File: LordofSkulls00.png (583KB, 516x574px) Image search: [Google]
LordofSkulls00.png
583KB, 516x574px
>>22689
>>22689
You cut them off with your land raider, whirlwinds, etc. You have trapped them, or at least you think you have.
You spot a Lord of Skulls coming from the west, accompanied by four squads of raptors and one terminator squad.

You can
>Fire at the Lord of Skulls. Roll a 1d30. A 24 or higher takes it out.
>Fire at a Raptor Squad. Roll a 1d20. An 11 or higher takes them out.
>Fire at the Terminator Squad. Roll a 1d25. An 18 or higher takes them out.
>Retreat
>Or something else?
>>
Rolled 3 (1d30)

>>22764
>Fire at the Lord of Skulls. Roll a 1d30. A 24 or higher takes it out.
>>
File: Chaos-Space-Marine.jpg (189KB, 600x393px) Image search: [Google]
Chaos-Space-Marine.jpg
189KB, 600x393px
>>22814
The lord of skulls severely damages one of your whirlwinds, you can use a techmarine to repair it, but it would be risky.
The Lord of skulls also kills the scout squad.
The raptors begin to attack, shooting at your tactical marines, taking two of them out. The space marines shoot back, killing on of the raptors.
The chaos terminators begin to fire. One of your terminators has died, but you have also killed one of theirs.
Now that you are fully engaged in battle, you have plenty of options.

>Use the librarian's machine curse skill on the Lord of Skulls. Roll a 1d20. 10 or higher activates the skill.
>Repair the whirlwind with the techmarine. Roll a 1d20. 15 or higher successfully repairs the whirlwind
>Use your chaplain to boost army morale.
>Fire at the Lord of Skulls. Roll a 1d30. A 24 or higher takes it out.
>Fire at a Raptor Squad. Roll a 1d20. An 11 or higher takes them out.
>Fire at the Terminator Squad. Roll a 1d25. An 18 or higher takes them out.
>Retreat
>Or something else?

What are your orders?
>>
>>22923
>killing on of the raptors
killing one. my bad.
>>
Rolled 7 (1d20)

>>22923
>Use the librarian's machine curse skill on the Lord of Skulls. Roll a 1d20. 10 or higher activates the skill.
>>
>>23057
You fail.
You can try again one more time.
>>
Rolled 11 (1d20)

>>23083
eh sure
>>
>>23098
The Lord of Skulls stops working. That has bought you some time, but you still need to fend off the Chaos Space Marines.
>Repair the whirlwind with the techmarine. Roll a 1d20. 10 or higher successfully repairs the whirlwind
>Use your chaplain to boost army morale.
>Fire at the Lord of Skulls. Roll a 1d30. An 18 or higher takes it out.
>Fire at a Raptor Squad. Roll a 1d20. An 11 or higher takes them out.
>Fire at the Terminator Squad. Roll a 1d25. An 18 or higher takes them out.
>Retreat
>Or something else?
>>
>>23135
>Use your chaplain to boost army morale.
>>
File: DA_Chaplain_capelan.jpg (49KB, 394x759px) Image search: [Google]
DA_Chaplain_capelan.jpg
49KB, 394x759px
>>23164
The chaplain boosts army morale. Now you don't have to roll as high to perform actions. This lasts for two turns.
You can
>Repair the whirlwind with the techmarine. Roll a 1d20. 7 or higher successfully repairs the whirlwind
>Use your chaplain to boost army morale.
>Fire at the Lord of Skulls. Roll a 1d30. A 14 or higher takes it out.
>Fire at a Raptor Squad. Roll a 1d20. An 8 or higher takes them out.
>Fire at the Terminator Squad. Roll a 1d25. A 14 or higher takes them out.

What are your orders?
>Retreat
>Or something else?
>>
>>23202
fuck me this post is a mess.

The chaplain boosts army morale. Now you don't have to roll as high to perform actions. This lasts for two turns.
You can
>Repair the whirlwind with the techmarine. Roll a 1d20. 7 or higher successfully repairs the whirlwind
>Fire at the Lord of Skulls. Roll a 1d30. A 14 or higher takes it out.
>Fire at a Raptor Squad. Roll a 1d20. An 8 or higher takes them out.
>Fire at the Terminator Squad. Roll a 1d25. A 14 or higher takes them out.
>Retreat
>Or something else

What are your orders?
>>
Rolled 29 (1d30)

>>23202
>>Repair the whirlwind with the techmarine. Roll a 1d20. 7 or higher successfully repairs the whirlwind
>>
Rolled 8 (1d20)

>>23251
Ment to be a 1d20
>>
File: DA_Techmarine.jpg (61KB, 550x776px) Image search: [Google]
DA_Techmarine.jpg
61KB, 550x776px
>>23265
The techmarine and his servitors successfully repair the whirlwind.

You can
>Fire at the Lord of Skulls. Roll a 1d30. A 14 or higher takes it out.
>Fire at a Raptor Squad. Roll a 1d20. An 8 or higher takes them out.
>Fire at the Terminator Squad. Roll a 1d25. A 14 or higher takes them out.
>Retreat
>Or something else

The librarian can feel the machine curse lifting from the Lord of Skulls.

What are your orders?
>>
Rolled 7 (1d30)

>>23283
>Fire at the Lord of Skulls. Roll a 1d30. A 14 or higher takes it out.
>>
>>23297
You failed. The raptors take out one of your devastator marines, and wounded two of your assault marines.
The chaplain's influence has ended.

You can
>Use your chaplain to boost army morale.
>Fire at the Lord of Skulls. Roll a 1d30. A 14 or higher takes it out.
>Fire at a Raptor Squad. Roll a 1d20. An 11 or higher takes them out.
>Fire at the Terminator Squad. Roll a 1d25. An 18 or higher takes them out.
>Retreat
>Or something else?

The librarian cannot hold onto the machine curse for much longer.
>>
>>23327
You can also
>Use your apothecary to heal the wounded assault marines. Roll a 1d20. A 10 or higher successfully heals them.
>>
Rolled 8, 9, 3, 10, 2, 4, 18, 7, 17, 7 = 85 (10d20)

>>23340
Eh sorry man, this isn't really fun with only me here, and I'm not really for strategy.

Honestly, I'll roll a bunch to see what happens, 1st for apothecary healing, the rest for shooting shit for awhile before retreating.
>>
Rolled 5 (1d20)

>>23646
It's fine. I will probably go to bed soon since I'm tired.
How about we just beat these raptors, terminators, and that one lord of skulls and call it a victory?

I'll do one roll to speed things up since i'm kinda tired. Going for the lord of skulls.
>>
>>23682
Damn. Fuck this. Let's just say we won. How is that? I'll probably make a new Space Marine captain thread tomorrow, see if it attracts anyone new.
Thank you for participating, by the way.
>>
>>23713
meant for >>23646
>>
>>23713
No problem, I expected more people to be here, I was just going to lurk for a bit and vote.
>>
>>23758
There were lots of people here earlier in the day.
Hopefully more people join tomorrow.
I'll be resting now. Have a good night.
>>
>>23785
night OP
Thread posts: 150
Thread images: 30


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