Be a Primaris Marine or No?

  • Yes

    Votes: 20 50.0%
  • No

    Votes: 20 50.0%

  • Total voters
    40
  • Poll closed .
[DISCLAIMER: This post was brought to you by warp fuckery of the highest order.]
this is the best thing ever...including the warp fuckery...

Apparently there were more guardsmen there than there are atoms in the observable universe.

[X] Bringing down the Bay: Deploy to the Big Mek bay zone, and try to take out the heavy armor production plant. (Reconnaissance/Demolition)

Now let's take out the Orks' production capabilities.
 
[X] Bringing down the Bay: Deploy to the Big Mek bay zone, and try to take out the heavy armor production plant. (Reconnaissance/Demolition)
 
[X] Bringing down the Bay: Deploy to the Big Mek bay zone, and try to take out the heavy armor production plant. (Reconnaissance/Demolition)

Apparently there were more guardsmen there than there are atoms in the observable universe.
Now let's take out the Orks' production capabilities.

Ideally we should strive to meet such a standard, and if there were that many guardsmen, the entire planet was comprised of said guardsmen...considering that chaos couldn't get their claws in that populace speaks of their zeal and fury.

Damn well Abaddon skips over that part of the sub-sector...unless the entire planet of guardsmen decides to pack up their sun and march to Cadia to reinforce the planet...which means they just replace it with their own numbers and shoot their las-guns at the black-stone fortress and the planet killer.

and maybe take pot-shots at the eye of terror just to spite the chaos gods every now and then.
 
[X] Bringing down the Bay: Deploy to the Big Mek bay zone, and try to take out the heavy armor production plant. (Reconnaissance/Demolition)



Ideally we should strive to meet such a standard, and if there were that many guardsmen, the entire planet was comprised of said guardsmen...considering that chaos couldn't get their claws in that populace speaks of their zeal and fury.

Damn well Abaddon skips over that part of the sub-sector...unless the entire planet of guardsmen decides to pack up their sun and march to Cadia to reinforce the planet...which means they just replace it with their own numbers and shoot their las-guns at the black-stone fortress and the planet killer.

and maybe take pot-shots at the eye of terror just to spite the chaos gods every now and then.
With that many lasguns they could probably destroy the entire Traitor Fleet just through sheer volume of dakka. It's so much that it's almost enough.
 
[X] Bringing down the Bay: Deploy to the Big Mek bay zone, and try to take out the heavy armor production plant. (Reconnaissance/Demolition)
 
[X] Bringing down the Bay: Deploy to the Big Mek bay zone, and try to take out the heavy armor production plant. (Reconnaissance/Demolition)
 
[X] Bringing down the Bay: Deploy to the Big Mek bay zone, and try to take out the heavy armor production plant. (Reconnaissance/Demolition)
 
[X] Bringing down the Bay: Deploy to the Big Mek bay zone, and try to take out the heavy armor production plant. (Reconnaissance/Demolition)

This will make future operations easier, so would the kommando one but I would like some more experience in stealth first.
 
[x] Not so sneaky anymore: Deploy to the Sneki rok zone, and attempt to destroy the kommando 'facility'. Also attempt to take out some of the more veteran Kommandos. (Demolition/Assassination)

Time to do some counter assassination.
 
[x] Not so sneaky anymore: Deploy to the Sneki rok zone, and attempt to destroy the kommando 'facility'. Also attempt to take out some of the more veteran Kommandos. (Demolition/Assassination)
 
[X] Bringing down the Bay: Deploy to the Big Mek bay zone, and try to take out the heavy armor production plant. (Reconnaissance/Demolition)
 
[x] Not so sneaky anymore: Deploy to the Sneki rok zone, and attempt to destroy the kommando 'facility'. Also attempt to take out some of the more veteran Kommandos. (Demolition/Assassination)
 
[x] Not so sneaky anymore: Deploy to the Sneki rok zone, and attempt to destroy the kommando 'facility'. Also attempt to take out some of the more veteran Kommandos. (Demolition/Assassination)
 
[X] Not so sneaky anymore: Deploy to the Sneki rok zone, and attempt to destroy the kommando 'facility'. Also attempt to take out some of the more veteran Kommandos. (Demolition/Assassination)

Sneki boys vs Sneki beaky
 
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[X] Bringing down the Bay: Deploy to the Big Mek bay zone, and try to take out the heavy armor production plant. (Reconnaissance/Demolition)

Cutting out vehicle support is always a good start.
 
[X] Bringing down the Bay: Deploy to the Big Mek bay zone, and try to take out the heavy armor production plant. (Reconnaissance/Demolition)
 
Uber-Fail-Dinesh Omake 1: Math is Important (CANON)
The warp was a disastrously dangerous place. It's filled with Daemons, surprise Gravatic fields, Surprise stars, daemons, Warp Currents, Void whale corpses, daemons. One of the most dangerous was Daemons, and their masters: The 4 Great Gods of Chaos. Khorne, Nurgle, Tzeentch, and Slaanesh. Each titanically powerful, they play games with the rest of the Imperium, for their own mysterious goals. However, it seems that something has upset the Gods, and they have been in a rather foul mood recently.

Flashback to the day before Ohrmuzd's birth

The four gods were sitting together at a table (a rarity within itself), not attacking each other (if anything, even more rare), doing... math?

Khorne: TZEENTCH, THERE HAD BETTER BE A GOOD EXPLANATION FOR WHY IM SITTING HERE, DOING MATH.

Tzeentch: Of course there is Khorne! This is to aid us with a new grand champion of Chaos! He will be of the 'Space Marines' the Anathema has, a powerful psyker-

Khorne: DAMNIT! I KNEW THAT THEY WERE GOING TO BE ONE!

Tzeentch: and a great warrior besides! He will lead our Armies to the Throne of the Anathema, surpassing the skill and ambition of Abbadon!

Nurgle: Well, it's not that hard for someone to surpass that idiot, to begin with.

Tzeentch: ...This is true. Whatever, the math is done, all that's needed is to send the power required through the warp. Annnnnnnd... done! We now have a new champi- waitaminute.

Nurgle: *Cocks grotesque looking eyebrow* What is it Tzeentch?

Tzeentch: This math isn't right. Khorne, did you forget a negative sign?

Khorne: HUH? I GUESS I DID. DOESN'T REALLY MATTER THOUGH, DOES IT?

Tzeentch: IT DOES! IT REALLY REALLY DOES!

Khorne: WHY THOUGH?

Tzeentch: *Too busy banging his head against a warp wall to answer*

Nurgle: I'm pretty sure that you were in charge of making sure he was going to be loyal to us.

Khorne: ...SO WHAT YOU'RE SAYING IS...

Nurgle: There is now going to be a superpowered Space Marine psyker who is also a great warrior... fighting for the Anathema.

Slaanesh: *has been listening quietly this whole time* Welllllll shit.

(AN: I made a silly.)
 
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On the upside it looks like you did the bits about their attitude to subordinates correctly so the casualties should be roughly equal whenever they get involved.
 
Inserted tally
Adhoc vote count started by Uber_Fail_Dinesh on Jun 14, 2019 at 10:07 PM, finished with 24 posts and 19 votes.
 
Chapter 1-3: The Bigger they are... (Approach)
Having decided your course of action, you deploy to Falchion's Reach, the closest hive to the Mek bay. After you land, you are taken on a rhino to the Space Marine camp. Once you arrive, you are briefed on the situation.

  • Patrols are designated as Light for the enemy (-10 to stealth DCs)
  • The main enemy guarding the Bay are Ork Boys (-10 to Stealth DCs)
  • Previous scouting reports have rated the assembled machines are Moderately completed (-10 to Demolition DCs)
  • The general experience level of the enemy is considered Experienced (+10 to all DCs)

With this information in mind, your squad starts the long journey to the Base. You take along with you some Binoculars, a Long Range Vox device, and some Melta-charges. You know that bikes would be useful here, but most of the bikes are deployed to the Central Zone, so you can't rely on them here. Your journey is...
(Special Equipment: Vox device (Allows for long-range communication), Binoculars (Allows for long-range scouting), Melta Charges (6) [Destructive Explosive]
(d100=67)

relatively uneventful. The first time you meet a 'patrol' or Orks is mere hours before the Compound is in sight. Your sergeant decided that discretion is the better part of valor, you attempt to sneak around.

(Stealth Check! Uses Agility, Intelligence)
(Ork Boys: Class 2 enemy. Base DC = 80)
(d100=51+70(AGI-7)+60(INT-6)=181. DC 80+10(Experienced)-10(Ork Boys)-10(Light Patrols)+20(Waagh)=90. Gob-smacking Success! +90 EXP to Agility, Intelligence.)

It goes stupendously well, and you have no problem dancing around this loud group of Brutes. However, you do have to climb some of the cliff faces there...
(Traversal Check! Uses Strength, Agility)
(Climbing Cliff Face: Class 3 Traversal. Base DC = 120)
(D100=60+70(STR-7)+70(AGI-7)=200. DC 120. Stupdendous Success! +80 EXP to Strength, Agility)
Which you do with ease. Your squadron is ready to fight if needed, but it shouldn't be Necessary. You have a commanding view of the Complex and have the right tools to complete what you need to. The question is, what do you do first?

Vote in order of importance (ALL VOTES MUST BE SELECTED)

[] Scout enemy armor compositions
[] Report findings
[] Demolitions (Vehicles) [Write-in # of Melta's used]
[] Demolitions (Complex) [Write-in # of Melta's used]

Stat Changes

Strength 7 to 8: 385/800 -> 465/800 (1/6)
Agility 7 to 8: 185/800 -> 355/800 (1/6)
Intelligence 6 to 7: 7/700 -> 97/700 (0/2)

(AN: Sorry if the update was a bit later than usual. My Dad just got out of the Hospital, and I wanted to spend some time with him.)

[DISCLAIMER: This post has been brought to you by A Sadness that must be Illegalized.]
 
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