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File: ere we go.jpg (220 KB, 1125x812)
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You are wulfrik.proud sword bethren standing with the true astartes of the black templars,

last thread you moved into a dark mechanicum stronghold within the main bastion and are currently fighting for your life in the frenzy of bolt and blade.
>>
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>archive
http://suptg.thisisnotatrueending.com/qstarchive.html?tags=Black%20templar
>old charsheet will update soon.
https://pastebin.com/sGzE8TW6


The encroaching storm rushes forward as more eldritch might erupts from the chaos lines.

"Brothers watch your fire,amadiel cease your wrath we lack the fire to pierce this front."
Shouting orders your brother instantly obey as amadiel draws his blade and rips more cover from the corrupted walls stacking more scrap as errant tesla and stub shots burst the cover into shrapnel before your eyes.

but the shields cannot save all of the foe as you light your flamer and let loose burning once more a great wall of flame and hitting the ceiling with your fire forcing the psykers to move to telekinesis to halt your deluge buying crucial seconds your brothers exploit to pick off the corrupted adepts and harres the magos,s/

>roll d100.
>>
Rolled 78 (1d100)

>>3391589
>>
Rolled 4 (1d100)

>>3391589
>>
Rolled 60 (1d100)

>>3391589
>>
Fire scorches you vision as you erupt more flame from your infernus as the wall of fire is raised to higher fury burning flesh off the incoming foe and clogging their cybernetica as your brothers move to further fury firing wildly into the front with amadiel once more adding his own shots sparingly hitting where the shields flicker and blowing flesh and metal apart.
while your flamer works its machine spirit to the max you continue your upward barrage behind the fire as more rust and broken structures fall upon the enemy crushing bodies and snapping limbs forcing their psykers to shift their shields up further to block the slow avalanche as your brothers show their mistakes clear as more boltfire hits into their lines.

>roll 2d100.
>>
>>3394603
REEEEEEEEEE
>>
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Rolled 57, 90 = 147 (2d100)

>>3394603
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>>3394615
?
>>
Rolled 19, 38 = 57 (2d100)

>>3394603
>>
Rolled 7, 54 = 61 (2d100)

>>3394603
>>
More shells rail into the roof as you bring death to your foes with litanies on your breath.
Out of the corner of your eyes you see the final blow of the fight as one of the psykers erupts in fire causing a chain reaction shredding their kin as their shields fall with them and ceasing to hold back the iron tide as metal and ash falls from above shattering the enemy between your flaming wall and the avalanche from above.

As the foe screams you take your chance.

"Brothers to me! we shall move further in.
No pity! No remorse! No fear!"
You brothers rally to your cries as you smash through your cover and run away from the flame into the dark as the screams of flesh and machine fade away behind you as they scream in vain over vengeance denied.

>roll 1d100.
>>
Rolled 3 (1d100)

>>3394700
>>
Rolled 61 (1d100)

>>3394700
>>
Rolled 33 (1d100)

>>3394700
>>
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the shadows dance as your steps smash down the hall kicking up metal and dust in your wake.

"Wulfrik brother the foe has been hit hard and my vox network is in focus."ferron proclaims.

"Can we call for emperor damned aid then? surely we have indulged these flighty attacks long enough"Patreus responds with a slight amount of choler in his voice you find.

Coming to a halt you take your sensors into fact and get reading referred.

Your brothers move to defence as you bring up a primitive auspex map and take in the situation.

>Main line return.
>opening the vox you can rejoin the main push and either communicate and get into a flank spot such as the breaking of the earlier stronghold or dive into the rear fully.

>Sneeki beaky ops.

>you may also continue running and disrupting the foe.
>sneeki choices.

>move to recon-moving to a more silent stance you may spot incoming forces or enemy reserves and vox the main force of incoming foes-also allows for interception if fight is wished.

>continue disruption.-do what you have been doing by fast hit and run blows that aim to draw the mechanicums attention and open a new crisis they must send troops towards.

>hit the heart.-you can choose to bring the wrath of dorn by breaching an enemy stronghold and silencing what they store within.

>auspex options for stronghold attacks.

>cybernetica.
>biologis.
>???-unknown bastion marking.

>choose 1 option on what is wished next and roll 1d100.

the last 1d100 was for what auspex options you would get.

also any vox action such as main assault needs another 1d100 to see im the dark admech catch the transmission.
>>
Rolled 53 (1d100)

>>3394802
>sneeki choices.
>hit the heart.-you can choose to bring the wrath of dorn by breaching an enemy stronghold and silencing what they store within.
Let's get rid of their equipments.
>>
Rolled 44 (1d100)

>>3394802
>hit the heart.-you can choose to bring the wrath of dorn by breaching an enemy stronghold and silencing what they store within.
>biologis.

Go for the relatively softer targets
>>
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"we shall move for the flesh heart of the cultists brothers.in his name we shall cut and purge their foul deeds.in his name we march"
You affirm your orders with heart in your voice and the fury of dorn in your breast.

"in his name"
Your brothers reply with perfect synchronicity as you begin your stride through the darkened halls of the machine beast.

As you move your ears hear the disgusting lamentations of the mechanicum as they move to halt your crusade screeching in blighted binaric and rotted flesh voice.

But soon you come across the site of your first combat as you bash aside the rear patrols and charge towards the great gate.

Standing before it you.

>disrupt the control panel and raise your bolter.-uber loud come at me lads option.

>send amadiel to attempt to breach quietly and get the drop on them.-hush hush until we can surprise them brothers choice.

>A fortress is only as strong as its weakest point.-go into the walls and attempt to find a panel opening or maintenance tunnel to figure out what is occuring.

Choose one.
if 2nd or 3rd option pick roll 2d100 instead of 1d100 for sneeki.
>>
Rolled 67, 75 = 142 (2d100)

>>3397939
>A fortress is only as strong as its weakest point.-go into the walls and attempt to find a panel opening or maintenance tunnel to figure out what is occuring.
>>
Rolled 93, 62 = 155 (2d100)

>>3397939
>A fortress is only as strong as its weakest point.-go into the walls and attempt to find a panel opening or maintenance tunnel to figure out what is occuring
>>
Rolled 75, 9 = 84 (2d100)

>>3397939
>send amadiel to attempt to breach quietly and get the drop on them.-hush hush until we can surprise them brothers choice.
>>
The metal shears and creaks as you carve into the walls with as your brothers stand ready for action around you protecting your breach.

the metal folds and you enter with haste as within seconds you are running with the last of the light ending within your eyes as ferron closes the breach.

you walk for what must seem like eternity to a mortal as through the long dark your traverse countless halls and tunnels ripping and shearing openings when you must until the light of the inner bastion is found.

Soon though the emperor provides as an opening is found and you discover what is contained within the traitors home.

>roll 1d100 for discovery.

>sorry i wasnt on yesterday i was a tad sick and needed to get work done.
>>
Rolled 36 (1d100)

>>3403597
No need to excuse yourself my man,just make sure you're well rested.
>>
Rolled 80 (1d100)

>>3403597
No need to apologize for taking time off my dude
>>
Rolled 58 (1d100)

>>3403597
Yeah, you better be! lol It's all good.
>>
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Before your eyes your cogiators slam into action as the room is blown up on your sensors.

a thousand red dots bloom to life as thermal readings register the incense and smoke from the rituals and machines are shown.

constant chittering in binaric is registered as what must be dozens of tech priests march with servitor slaves in foul lockstep matching deformed visages and tendrils beyond measure.

and overseeing this all is the greatest threat as on a catwalk you see it.

standing above a great mechanical beast looms as your eyes focus on all the features major and minuscule as you count at least a hundred foul additions to a body beyond humanity a fitting leader for the biologis of chaos.
green slabs of flesh match claws and wings as it lumbers around the catwalk screaming binaric from all of its mouths.counting at least 6 orifices screaming on the front it lumbers like a ursine towards its hovel followed by dark skiarri coated with their own flesh constructs with markings you discern as belonging to nurgle matching both their hides and their masters.

taking it all in you register at least a company needed to cleanse the biologis as far off priests manage countless flesh abominations growing in misshapen parodies of their primogenitors ready for war.

Looking at the repulsed faces of your brothers you not patreus heavily whispering litanies to the emperor and azikiel more resembles a fabled son of russ with teeth bared and eyes alight with fury.

you decide to....

>go for the abominations.-cutting off the monsters and flesh abominations will deprive the foe of devastating shock troops.

>hit the machinery.-do as much damage to the regular machinery destroying dozens of projects and hopefully cause horrific disruption and morale loss in the enemy.

>cut the head.-the magos cannot be allowed to survive further it is imperative that it is stopped before it can react and lead the biologis to further misdeeds or alert its lord.

>pick 1 and roll 1d100.
>you may also roll 1d100 for a stealth roll if you wish to utilize it for better gains however if discovered it will penalise the first roll.
>>
Rolled 35 (1d100)

>>3406304
>cut the head.-the magos cannot be allowed to survive further it is imperative that it is stopped before it can react and lead the biologis to further misdeeds or alert its lord
Cut off the head and the body will fall
>>
Rolled 32, 35 = 67 (2d100)

>>3406304
TACTICAL MOVEMENT
>>
Rolled 48 (1d100)

>>3406304
>hit the machinery.-do as much damage to the regular machinery destroying dozens of projects and hopefully cause horrific disruption and morale loss in the enemy.
Make them suffer before killing them.
>>
Rolled 90, 84 = 174 (2d100)

>>3406304
>go for the abominations.-cutting off the monsters and flesh abominations will deprive the foe of devastating shock troops.
>>
Rolled 53, 38 = 91 (2d100)

>>3406304
>go for the abominations.-cutting off the monsters and flesh abominations will deprive the foe of devastating shock troops
>>
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late day today.
Also im going to fuck with the lore a bit and try and keep fellow templars in around the same size as codex squads just yknow with the ability to choose who to lead and go with.i think thats how lore templars do it also but its a bit fuzzy due to different writers.

"brothers we move to strike and finish the gene beasts before they can move."
"As you say brother."
"in the emperors name"
"for sigismund we purge."
"no pity"
Ferron,patreus,azikiel and amadiel respond to your orders as you begin to move.

The fog of smoke and incense clouds your senses slightly as you shuffle under a hive of metal beams and supports lurking out of sight in the dark.

Your stealth endeavours pay off greatly as you manage to make it to the inner section of the genetor tubes with a haze of green light illuminating dozens of menials and techpriests as they move and perform foul rites to awaken or grow the monsters.

You spring to life from the shadow with a roar in unison.
"NO PITY! NO REMORSE! NO FEAR!"
The foe has barely time to turn their heads as you smash the machinery down in front of you and set your bolter up on the wreckage.

Spewing a deluge of shells you and your brothers erase skin and metal in seconds as the telltale sound of boltfire echoes into the grand bastion hall accompanied by pained binaric and flesh cries as the enemy disintegrates before you with the heart of their learned gene priests falling before you helplessly.

As you cut them down your brothers sight and hit the gene tanks smashing coolant vents and the life sustaining tech growing the beasts as the monsters themselves slump against their tank walls helplessly as if they were dolls with strings cut.

But some are too developed to be halted at a late stage or awakened already by the dark priests as glass is smashed and before you the great thumps of the landings reverberate into the metal floors as bodies are crushed under the arrival of the beasts.

With an ear splitting roar they come as you reload and mark at least 3 score coming for your souls.

With the firing chamber loaded you sight your first target.

>roll 1d100.
>>
Rolled 25 (1d100)

>>3409653
>Charging an entrenched Heavy Bolter with support.

BOI
>>
>>3409682
no one ever said flesh abominations were smart.
this is what occurs when you meld the idea behind a chaos spawn with the dark mechanicums "fuck the warp we machines now".things get a bit fucky when imitating literal bending of reality.
>>
Rolled 63 (1d100)

>>3409653
>>
>>3409706
I mean most fights in 40k are just flooding the havey wepons with bodies till you get close enguh to stab them.
>>
Rolled 62 (1d100)

>>3409653
>>
The flesh creeps into your sight out of the dark and you respond with your fire sending dozens of shells hurtling from your barrel as the screams of a million tongues echo in rage as their kin and self dies.

it is less combat and more a butchery as even the reinforced muscles of the beasts are naught before your flame and bolt as lesser grown foes are blown by boltfire and the mature chargers are brought low by flame once they come in range.

soon your barrel falls silent as the monsters fall dead to the metal floor leaving you and your brothers alone in the long dark.

however you are not safe by any means of the matter as your ears hear the drums of the mechanicum moving as the beat of skitarri feet echoes through the metallic floor.

You study your surroundings and decide to.

>bleed them from a defensive place-you have held so far and halted the biologis further damage to the other forces could be done by holding and bleeding the foe as long as you can prolong the retreat chance.

>get the fuck out.-your work is done move before you are cut off from other tasks there are still other bastions you could move and raise hell at.

>roll 1d100 for any.
>>
Rolled 52 (1d100)

>>3411724
>Charge in and cause more mayhem. Strike at unguarded sections and cause more damage.
>>
The internet got
Shagged as some bloke
Hit the phone tower and the towns down so I’ll hopedully get an update in when it’s back up as phonewriting won’t be fun for anyone
>>
Rolled 99 (1d100)

>>3411724
>bleed them from a defensive place-you have held so far and halted the biologis further damage to the other forces could be done by holding and bleeding the foe as long as you can prolong the retreat chance
>>
Rolled 44 (1d100)

>>3411724
>bleed them from a defensive place-you have held so far and halted the biologis further damage to the other forces could be done by holding and bleeding the foe as long as you can prolong the retreat chance.
>>
>>3412234
HAHAHA Was he drunk? Sorry to hear. Don't worry, you can post once it's back up and running again.
>>
Rolled 63 (1d100)

>>3411724
>bleed them from a defensive place-you have held so far and halted the biologis further damage to the other forces could be done by holding and bleeding the foe as long as you can prolong the retreat chance.
>>
interweb is finally back up and the phone tower is fixed so here i go.

metal slams against metal as both the roaring feet of the mechanicum and your brothers prepare for battle as from the dark you see the first glowing eyes of the cohorts.
and just like that they seal their death warrants as their flickering eyes are naught but targets for your wrath as you roar boltfire into the foe smashing plates and sending promethium flying left to right as the broken bodies fly.
your brothers also snap into action as flickers of flame dart your vision as amadiel launches his grenades with rapid pace erupting line shattering blows into the enemy breaking their squads and pushing the organised offensive back in a storm of bolt and fire.

Adding to the frenzy you launch your own flame as you let loose your flamer burning a great wall of searing heat boiling fluids and melting the iron nearby as the mechanicum wildly flail their own blows sending tesla fire arcing past your armour but never hitting in the shroud of flame and smoke.

>roll 1d100.

>you may choose at any time to GTFO but leave it too late IE when the enemy starts to gain too much of an upper hand and the roll to fuck off will be hard or require another fight.
>>
Rolled 10 (1d100)

>>3417637
Yeah, this seems like a good time to getting.
>>
Rolled 43 (1d100)

>>3417637
Can we leave parting gifts?
>>
>>3417690
not with those rolls.those are rookie rolls.
better get a clutch 3rd.
>>
Rolled 12 (1d100)

>>3417637
>>
>60.

The fire soars and scorches the area heating the ground to a blistering heat that sears metal into white hot shrapnel.

You look on the inferno and take your chance.
"Brothers bring down the tubes,cover our withdrawal."
Amadiel reacts first laying his grenades into the supports breaking the structure and sending the great gene chambers crashing down into the tide of fire,flesh and metal crushing skitarri both live and dead alike.

As the biologis collapses you take your chance with azikiel leading the charge out ripping past the approaching encirclement forces and breaking you into the walls again with strikes from his power sword as you rip into the maintenance tunnels and sealing your path with more fire from your flamer.

Your implants pick up the binaric screaming and fire rising as it seems the dark mechanicum were not that focused on fire safety .ironic coming from a machine spirit cult.

Opening your auspex readings as your brothers take a breath you decide to.

>move to the main front and try to open a flank to aid the main assault.

>keep going and hit another main base.
>cybernetica?
>Unknown bastion.

>get more info.-have your brothers and you split into shifts for a REM sleep rest to recuperate and obtain more about the battlefield.

>roll 1d100 for any of these options but be aware that the REM option will give a minor bonus to a few initial rolls no matter what due to having that breather but will also allow the foe their own rest at the expense of highlighting where they are weak or strong.
>>
Rolled 2 (1d100)

>>3422169
>get more info.-have your brothers and you split into shifts for a REM sleep rest to recuperate and obtain more about the battlefield.

Take a knee
>>
Rolled 32 (1d100)

>>3422169
>Unknown bastion.

>>3422197
Taking a permanent knee there, eh bud?
>>
Rolled 67 (1d100)

>>3422169
>get more info.-have your brothers and you split into shifts for a REM sleep rest to recuperate and obtain more about the battlefield.
>>
>>3422442
I never liked that knee anyway, time for bionics



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