Be a Primaris Marine or No?

  • Yes

    Votes: 20 50.0%
  • No

    Votes: 20 50.0%

  • Total voters
    40
  • Poll closed .
[x] Punchin Place Zone
[x] Rest
[X] Spend time with a Squadmate (Sergeant Harmut)
[X] Swap loadout (trade knife for glaive)

Choosing the Sergeant because he has more to tech. Who knows ona good roll we may even pick up divination, to the further shock of out squadmates.
 
[x] Punchin Place Zone
[x] Rest
[X] Spend time with a Squadmate (Marco)
[X] Same Loadout (You)

What's the battle cry of the chapter?
 
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baud 2 - That still only counts as one (SEMI-CANON)
Tried to write an omake for the giant Ohrmuzd vs Gargant.


Title: That still only counts as one

"Unlimited Power!" Shouted Ohrmuzd. Drawing on his deep well of Warp knowledge, he prepared to cast the ultimate power taught to him by the last surviving members of the Cult of Pavoni, a power few had dared used in combat and never on this scale. Strengthened by his Faith into the Emperor and by his decades of experience, study and combat, he shaped the raw matter of the Warp in his body, suffusing it in every cell of his body. Keeping at bay the innumerable horrors of the Warp that flocked to such a grand display of power, he opened his eyes on the battlefield in front of him. The hordes of Charadon orks clashed with the Sons of Thorns, with convoys of war buggies exchanging fire with predators tanks, orks bombers and kopters flying around the battlefield, pursued by thunderhawks as they battled for air superiority, the disciplined lines of marines being pushed back by raw savagery of the greenskins and the Great Gargant about to crush the 5th company, commanded by his old friend Hollus.

With a deep breath, Ohrmuzd released his power, starting a temporary metamorphosis would grow him to the size of a titan. Ohrmuzd felt his perception change, his viewpoint rising in the sky like a bird. His body had grown by a hundred fold, keeping its proportions and its speed, but its strength had grown with his body, giving him formidable destructive power. His artificier armor, built by the Magos of the Suran forge-world and blessed by the arch-deacon of Lagrassus, had grown with him, protecting him from weapons that would have reduced a land raider to scrap metal.

He started to run, taking care so that his steps only fell on orks or open ground. He kicked a war truck on his way, sending the pile of corrugated metal rolling into to the enemy horde, pulping a group of nobs who were pushing their smaller brethren to reach the fight. The Gargant had spotted him and started to shift his weapons to strike him down, but Ohrmuzd was swift and reached it before it had the chance to fire.

His first hit tore down a turret made from the desecrated remains of a Baneblade, ripping appart its barbette and sending it to crash on the ground, accompanied by scores of orks. In return the Gargant tried to use a crane-sized chainsword to cut him in half, scoring trenche-sized gouges in his armor, but his agility saved him, allowing him to avoid the worst of the blow. Murmuring a quick prayer of thanks to the machine-spirit of his armor, he answered by grabbing the still-roaring chainsword, ignoring the teeth cutting his hands. Pulling with all his Warp-empowered might, he tore the apparatus from the Gargant and impaled it with it, pushing the sword until it appeared on the other side. Ignoring the fire that still rained on him and using the two extremities of the sword as leverage, he threw the Gargant to the ground.

"Crawl back to the holes that spawned you, xenos!" He shouted, driving his armored foot on the idol of Gork (or was it Mork?), behind which was the mek controlling the construct was hiding. The (mad) intelligence driving the Gargant reduced to a green smear on Ohrmuzd's sole, it stilled.

Already feeling the strain of his transformation on his body despite his enhanced biology, Ohrmuzd released his power, purging his body of the energies of the Warp and reverting the transformation. Going back to his normal size, just in front of the 5 th Company, he felt the aftereffect of this awesome power, vision blurry, nose bleeding and muscles weak. But he was able to look at the wreck of the enemy war machine, a machine which had so far driven away, shot to pieces or crushed anything the Imperium had sent against it. And he knew that the 5th company behind him was safe, from this threat at least. He felt pride and left himself get caught in the embrace of his sus-an membrane, leaving the rest of the battle in the hands of his brothers.
 
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Tried to write an omake for the giant Ohrmuzd vs Gargant.

Damnit, I also wanted to make a Titan Ohrmuzd OMAKE! But instead you beat me to it!

Ah well, you won the first race. But don't celebrate yet! In my Omake, I would have Ohrmuzd fight against an ELDAR WRAITHKNIGHT!!! Just you wait! I'll have my vengeance~.
 
Inserted tally
Adhoc vote count started by Uber_Fail_Dinesh on Jun 24, 2019 at 7:42 PM, finished with 38 posts and 11 votes.

  • [x] Punchin Place Zone
    [x] Rest
    [X] Spend time with a Squadmate (Marco)
    [X] Swap loadout (trade knife for glaive)
    [x] Punchin Place Zone
    [x] Rest
    [X] Swap loadout (trade knife for glaive)
    [x] Punchin Place Zone
    [x] Rest
    [X] Spend time with a Squadmate (Sergeant Harmut)
    [X] Swap loadout (trade knife for glaive)
    [x] Punchin Place Zone
    [x] Rest
    [x] Punchin Place Zone
    [x] Rest
    [X] Spend time with a Squadmate (Marco)
    [X] Same Loadout (You)
 
Chapter 1-8: Deployment to the Punchin Place
You decide to take the time to meet one of your new squadmates, Brother Marco to be exact. When you have a moment of free time, you make your way over to him, and introduce yourself fully. His response is...

(d100 = 74)

Pleasant enough. He seems to have an interest in Physical training, but because of it has fallen behind a small bit in his Ballistic Skills. Using what you remember from Siegfried, you offer to teach him a bit. He accepts, and you go to the firing range. The exercises go...
(d100+10(Bolter Mastery) = 87)

Very well. Not only did you manage to teach Marco quite a bit, but you also manage to refine some of your shooting technique yourself. In all, a productive session.
(Established SL rank with Marco! Marco Ballistic Skill stat rises to 4! +90 EXP to Ballistic Skill! +60 EXP to Bolter mastery!)

Beyond that, you take the time to rest at the camp. No matter how alert an Astartes is, if his body cannot respond he is useless. Great acts of Stamina have their place, but this battlefield should not be one of them.
(+5 to All rolls in deployed zone!)

Before Marching out, you decide to swap your knife for a force Glaive, it's long-reach comfortable in your hands. You then board the ThunderHawk, and are off to the attrition zone known as 'De Punchin Place'. On the ride there, you decide to review the objectives and known information:
  • The Main objective is to Scout the number of Orks mustering, with a Sub-objective of killing a majority (2/3 - 3/4) of the Nobs there.
  • The actual camp is about 2 Kilometers from the Imperial Camp, and Artillery could be useful here.
  • The last scouting elements reported that there were around 40 Nobs. This could have changed, but not enough for there to be a change of more than 10 Nobs.
  • The General Ork 'Veterancy' is from Experienced to Veteran (+5 to DCs)
  • Due to the shifting of Armor Composition, there are Astartes Artillery Vehicles in place, should you need to call upon them.
  • The Leader of the Mustering grounds is Killkleva, a Mega-Nob. Be aware that he does have Mega Armor, Refractor field included.
  • Other Astartes Scout squads are in the Thunderhawk with you. You could coordinate with them if you wanted to.

It's at that point that the Thunderhawk reaches the landing zone, and you drop down with the other scout squads, and head to the Center of the camp. It's somewhat quiet, but nothing seems to be out of place. There are some looks of awe from what seems to be the Newer Guardsmen, but most just glance at you passively. After meeting with the Regimental Command, your Sergeant explains that there are 3 avenues that could be used to get close undetected to the Mustering Ground: A rocky path to the north, a flat sprint through the center, and a Small Forest to the south. In the end, he decides on...

[] The North (3 Event Rolls, Very High DCs for Traversal (130-150)
[] The Center (7 Event Rolls, No DCs for Traversal)
[] The South (4 Event Rolls, Low-Medium DCs for Traversal (50-70), Small chance for Ambushes)

[] Write-in your plan to dodge patrols

Stat Changes

Ballistic Skill 5 to 6: 176/600 -> 266/600

Bolter Mastery IA to AA: 57/200 -> 117/200

(AN: And so the second zone begins...)

[This post was brought to you by The Most Fungal of Jungles.]
 
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Why not North? I'm just asking, I didn't like it because it seem like south would be faster

[X] The South (4 Event Rolls, Low-Medium DCs for Traversal (50-70), Small chance for Ambushes
 
[X] The South (4 Event Rolls, Low-Medium DCs for Traversal (50-70), Small chance for Ambushes)
[X] Stick to the trees and brush
[X] Coordinate with another squad for stealth and move tactics
 
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[X] The South (4 Event Rolls, Low-Medium DCs for Traversal (50-70), Small chance for Ambushes)
[X] Stick to the trees and brush
[X] Coordinate with another squad for stealth and move tactics
 
[X] The South (4 Event Rolls, Low-Medium DCs for Traversal (50-70), Small chance for Ambushes)
[X] Stick to the trees and brush
[X] Coordinate with another squad for stealth and move tactics
 
[X] The South (4 Event Rolls, Low-Medium DCs for Traversal (50-70), Small chance for Ambushes)
[X] Stick to the trees and brush
[X] Coordinate with another squad for stealth and move tactics
 
[X] The South (4 Event Rolls, Low-Medium DCs for Traversal (50-70), Small chance for Ambushes)
[X] Stick to the trees and brush
[X] Coordinate with another squad for stealth and move tactics
 
[X] The South (4 Event Rolls, Low-Medium DCs for Traversal (50-70), Small chance for Ambushes)
[X] Stick to the trees and brush
[X] Coordinate with another squad for stealth and move tactics
 
[X] The South (4 Event Rolls, Low-Medium DCs for Traversal (50-70), Small chance for Ambushes)
[X] Stick to the trees and brush
[X] Coordinate with another squad for stealth and move tactics
 
[X] The South (4 Event Rolls, Low-Medium DCs for Traversal (50-70), Small chance for Ambushes)
[X] Stick to the trees and brush
[X] Coordinate with another squad for stealth and move tactics
 
[X] The South (4 Event Rolls, Low-Medium DCs for Traversal (50-70), Small chance for Ambushes)
[X] Stick to the trees and brush
[X] Coordinate with another squad for stealth and move tactics
 
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