WH40k - To Stand Against Horror. [Imperial Guard Quest]
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It is the 40th Millennium. The universe is filled with terror and fallen empires. Desperate times as the grasp of these terrifying beings reach at the Imperium of Man. Where the mouths of human, xenos and daemons roar their words. Proclamations of different types are made, to conquer, to hold fast. To slaughter. You are none of these. You are a part of the Astra Militarum. The Imperial Guard. The first and last of Humanity. Surely you can't make a difference...can you?
Welcome to my first attempt at a quest, I will be explaining mechanics in the extra's thread but for now it will be a brief explanation of the starting system. When choices are made others will be locked out in return to ensure a non-overpowered start. Bold writing will be shown to allow you to see what is locked out and make sure you cannot miss it. This is the introduction phase; I will be going easy for the first few chapters to allow breathing room and the chance for you to explore where you guys want this to go. Roughly around ten chapters before I start ramping it up.
Unofficial Fanfiction, I do not own any of the Warhammer franchise. This work is not being used to generate funds and uses the assets of Games Workshop to express my appreciation of the universe via fan work. You sit alone. Watching. You see the marching feet of your comrades heading to get food away from the blood-soaked front, some nodding to you as they pass. Your hole big enough to fit the autocannon placed days ago allows some shelter from the rain. Even so the sound of distant artillery blaring through the rain puts you at ease knowing respite has come for the time being.
You can see down the trench lines a Commissar glaring towards the brief flashes of landing explosives, the droplets of water hiding her face. A towering figure of black in the downpour. The highlights of red barely catching your eye depicting a monster awaiting in the dark. You lean your head back against the sandbags to watch her. The faint beat of your heart alongside the rhythm of your breath letting you further relax.
[ ] It is surprisingly soothing watching the Commissar. A terrifying figure that watches over you. Letting you know if the monsters are coming. A figure which has never failed you yet, pushed you too far in occasions, perhaps. You can't forget the haunting images of your friends fleeing from their first battle, leaving you to die in your first moments of bloodshed, only to have her appear to butcher the Ork slobbering over you and gun your friends down in a flash before screaming at you to stand and fight. But you have noted the quiet moments that this figure has taken to talk to a scared recruit in their first battle. A calming drink offered to a veteran who has seen too much. Even a guardian figure in the dark like now.
(The Commissar is seen as a figure of both fear and respect in your regiment. One that many have looked up to like a parent, especially those who had none. One who has the composure to ensure morale is high outside battles and the charisma to inspire in battles. A disturbingly amount of loyalty from the common soldier that occasionally has Generals nervous.)
Reward: Veteran Commissar. Hard to influence but loyal to those in her charge.Maccabian Janissaries Locked out Cunning Commander Locked out.
+20 to Morale. +10 to Combat Rolls if nearby.
[ ] Her predecessor died like all those in her profession, violently. This new Commissar is quiet and dangerous, most likely trying to fill the void of the one before. Dressing down veterans who try not to sneer at this whelp. Terrorising the fresh-faced Guard as they try to hold back tears in the face of this fiend. On the other hand, you have noted some of the more ambitious have taken to following her around and acting as her personal hand. Their words whispering in her ear.
(The Commissar is new, seen with fear by the fresh and as a whelp by the old guard in the regiment. They do not inspire or reassure but, no one will run. If they do well...Commissars have a bloody reputation for a damn good reason.)
Reward: Novice Commissar. Easily influenced and trusting to those around her. Something for you to use? Savlar Chem-Dogs Locked out. Foolish Commander Locked out.
-10 to Morale.
[ ] This Commissar is one who has survived. Aids to the Colonel in your regiment whisper of a hard-fought battle on a planet of fire. Her regiment descending like a hammer onto the planet and breaking the enemy open like an egg only to have a trap be laid upon them. She survived along with a squad who was taken elsewhere. A Commissar who survived is good...but at the cost of her regiment? Is it the mark of a hero or the mark of a coward?
(The Commissar is an outsider. Acknowledged for their position and experience but her past is also a mark. Good or bad is the question but for now, they are a not a boulder to strengthen your Regiment and neither a pebble to your Regiment. Merely a rock, steady against the tide)
Reward: Competent Commissar. Regiment does not know how to handle her. Chance to ???
+5 to Morale.
[ ] Write in (give reasons for buffs / debuffs. If they are better than competent some regiments/leadership will be locked out.) This plan is seemingly stupid to yourself. 'A plan to end this campaign decisively.' is what came down the chain of command. To use a Regiment as bait is nothing new but having the command company visible to entice the enemy is ridiculously wasteful especially as other Regiments will be attacking key areas around the front line, essentially making you alone for an unspecified amount of time. A single idea of this plan comes to your mind, the idea being...
[ ] Cunning. A word to describe the actions of your Colonel to the letter. They are effective and like to ensure maximum damage on the enemy from what you've experienced. Multiple times you and yours have followed orders that seem nonsensical only to have things come together and have the enemy be wiped out.
Reward: Tactical Commander. (Harder to stand out as your actions will be attributed to them. Less rewards from higher ups. Will utilise more dangerous plans) Veteran Commissar Locked out. Maccabian Janissaries Locked out
+10 to Combat Rolls if their plan is followed but require ALOT of trust.
[ ] Foolish. Your Regiment has engaged in battle multiple times and so far? You are not impressed. Either your leader is an idiot or has never read about the Regiment they are in charge of. Often you are utilised in the wrong way playing to your weaknesses. Once even being ineffectual as you were placed in a frakking BOG on the opposite side of the battle that wiped out an ally Regiment at one point...Yeah, you do not have high hopes for this plan.
Reward: Novice Commander. Often placed in conditions that play to your Regiments weaknesses. Survival is something that makes you stand out easily. (Easier to get rewards/notice from higher ups. Higher risk of death via incompetence. Can be influenced) Novice Commissar locked out.
-5 to Combat Rolls.
[ ] Prideful. Someone who has worked to your Regiments strengths, allowing them to shine in this campaign as other falter. You and yours have been the bulwark for the most part, breaking the enemy to get the pressure of other Regiments or capturing key areas. But this is ambitious even for them. You know rumours of them aiming for the next promotion over the lives of their soldiers but it is not bad, after all...Glory is for the Angels of Death and commanders, you exist to hold the line.
Reward: Competent Commander. They may know your strengths and weaknesses but they will use you as a stepping stone in their career. (Your Strengths will be used. Your achievements are theirs. Harder to stand out. You will be sacrificed for their career if it comes down to it.) Vitrian Dragoons Locked out.
+10 Combat Rolls if their plan is followed.
[ ] Write in (give reasons for buffs / debuffs. If they are better than competent some regiments/heroes will be locked out.)
You turn to gaze at your comrade in the hole with you. His weary old face barely visible between the burly white moustache, monstrous eyebrows and the bushy beard. His face is curled in a smirk as his croaky voice comes out "Careful there, looking at the Commissar like that is likely to lead to some disappointment for your romance choices." Comes his rough voice, the faint tints of nobility never truly leaving it. Your face scrunching up to look at him.
"Romance, Adrehan? Who still says that these days?" Your deadpan reply makes him cough as he puffs up in mock outrage.
"Those who still know that a Lady must not be mocked! A gentlemen must be gallant at all times which must be reflected in their words!" Both of you chuckle at these words as your friend reaches for his flask to wash down the flavour of his smoking habits. Offering it to you, you shake your head to observe your equipment. You see the mark of the... [ ] Savlar Chem-Dogs. Coming from a Penal World, especially born from one has marked you, you know your morals are looser than 'upstanding Imperial citizens' would like but it has saved your life. You know how to work with the ruthless, to talk with the desperate and to barter with the frugal. Among battle your Regiment is much preferred for fighting in hive cities. The noxious fumes reminding you of the choking hazards of home.
Savlar Chem-Dogs.
(No tactics are too dirty, no loot is tied down and no line is hard to cross. Your Regiment is ruthless, hard-bitten and raring to kill. Nitro-chem inhalers are available to use which boost morale at the cost of health later on. Loot is easier to gain but you have no true equipment. Everything you have is scavenged or bargained for which means you are not limited to anything but what you get. Also...Penal World means your leaders view you as more expendable...Not that you mind, more loot for you. Maybe your dead friends have something?)
Fast Talker+10 Persuasion Rolls | Bargain Bin + 20 Looting Rolls
[ ] Athonian Tunnel Rats. You have fought in the dark tunnels of home, sometimes the openness of the air makes you nauseous but gripping your trusty mace allows you to power through. You know the secrets of fighting close up, the terror of being caught in an ambush and the ability to turn it around with a few swings of your weapons. You have even faced some of the Genestealers that take over your fellow humans and come out on top in close quarters.
Athonian Tunnel Rats.
(Close combat is a speciality that your history ensures you excel in. All of your Regiment use hand to hand weapons. Your armour makes it horrifying for enemies to come close as spikes on pauldrons or specially made gauntlets to brutalise enemies are things you can use. You can choose to specialise into certain weapons later on in the Regiment, the vaunted Meltagun or the flamer.)
Melee is a rite +15 to Close Combat Rolls | Tunnel Rats+5 to Urban Combat rolls
[ ] Vitrian Dragoons. War is something you are proud to have taken part in. Your armour, is different from many other regiments, you can boast to survive rounds that no ordinary guardsman can take such as a Xenos Witch sniper rifle. You also have the ability to turn that armour into night camouflage. As such you have partaken in stealth training. You glance to your weapons once more, the sword and lasgun gleaming as it was freshly cleaned. Your Byhata close to your heart you smile at the rain.
Vitrian Dragoons.
(Martial Honour is bred and trained into your Regiment. Sometimes unrelenting and rigid, your Regiment is born of the belief of the first hit should be the last. Your Las weapons are on the highest settings to inflict maximum damage at the expense of not having as much ammunition. Your culture follows a strict honour code that I will explain if you go down this route but the basics of this are "Make your first blow sure enough to kill and there will be no need for a second." And "Life is a means towards death, and our own death may be welcomed as much as that of our foe.")
Hit Hard +10 to ranged Combat Rolls. Mica Armour –10 to Enemy Combat Rolls. Bead Gleam +10 to Stealth or +20 at night Stealth Rolls
[ ] Maccabian Janissaries. You have been blessed by the Holy God Emperor in this life. The harsh clunk of your Flak armour reflecting this as the heavy lasgun rests on your lap. Your head briefly dipping as you pray over the weapon, hands close to the Aquila. To be chosen to fight for him is a blessing, to eliminate his hated foe? Even better. You can hear in the distance, closer to the artillery, the words of the faith being spoken in a sermon as the large guns do his work.
Maccabian Janissaries.
(You are a Zealot. You pray more than what other people would find necessary but in turn you are rewarded by the Ecclesiarch in both faith and armour. Your Regiment is the backbone to any fight, withstanding any storm of fire with your unbreakable faith in Him. Where others faulter and flinch, you scream your defiance to the world as you stand, a Bulwark.)
Buffs: Zealot + 20 to Morale | Flak Armour –20 to Enemy Combat Rolls. ??? To ??? Rolls.
Debuffs: Veteran Commissar Locked Out. Cunning Commander Locked out.
[ ] Write in (give reasons for buffs / debuffs. If they are better than competent some leadership/heroes will be locked out.)
[ ] Armageddon Steel Legion. The pounding of artillery is home to you. The constant pulses soothing to your body as you imagine the smell of oil in the air with the tanks you know are close by. You are a Veteran, like the others in your Regiment. Sent to this world for the sole purpose of hunting a single foe who has harmed your home-planet and escaped like the cur it is. The rain barely bothers you in your heavy trench coat, the las gun near you. Ready. Waiting. {Write in choice - Suggested Legion by Eternal Lord}
Armageddon Steel Legion
(A Veteran from multiple campaigns in Armageddon, your Regiment has come to eliminate a foe before it rebuilds to strike at your vaunted home once more. You are a Mechanized Infantry Regiment, utilizing your infantry in tandem with the heavy firepower of tanks.)
Buffs: Look ma, all hands +10 to rolls involving vehicles (from the humble speeder to the rumbling baneblade).
Guard of Hell +10 to defensive Combat Rolls
Creed's Motto = Regiment gains 6 tanks of unknown quality. Roll a 1d10 to see what types you have been given.
Debuffs:
Killa Wacka +10 to enemy combat rolls +20 to all enemy stealth rolls when near this hero. You are facing a target that has hurt Armageddon. The main reason you are here is to kill that damn Ork. Killa Wacka is here...and it knows you are too. The enemy knows you and your tactics, be wary.
Enemy hero on the field. Veteran Commisar Locked out
(No Death Korps of Kreig as they would be hard and require a large amount of suspension of disbelief if I would write this quest out. Frankly I don't think I have the skill to do them. They are my favourite sadly.)
Rolls
Rolls will be 1d100 for the most part. Buffs and debuffs will be applied based on a multitude of factors.
People may try to gain personal buffs that they can spend on certain rolls. This can be done before the die is accepted either via side stories(omakes) or discussions that raise interesting points.
So, if someone rolls a 1d100 and gets a 24, someone with an omake point of 10 can spend it to buff to 34. Just make sure to ping me and inform me of your usage before I finish writing/Close votes.
Difficulty Class (DC) is the target you will be aiming for. Once the DC is passed the action will be completed. The more difficult, the higher the DC. For example, Shooting an Ork Shoota. DC 20. Rolled 1d100 = 40. Action succeded. But Shooting an Ork Boss DC 80 Rolled = 1d100 = 40 Action Failure.
Persuasion Rolls
Used in conversations to get someone to your view or commit and action via reasoning or arguing. Can be used in lies.
Morale Rolls
When faced with this universe of terror it may harm the normal man to gaze into it. Morale keeps them there. This only happens when something tries to break their morale. Such cases are, Leaders dying, Heroes dying or an objective being lost. Or ????
Perception Rolls
Examining a situation to gain a benefit or to see what is happening. This can be from, counting the amount of enemies to seeing a buff on an enemy.
Loot rolls fall under perception. Loot Rolls are deliberate action to take stuff from the battle. Be it the enemies or your fellow allies. Just be careful, some things looted can get you killed.
Stealth Rolls
Being sneaky can sometimes lead to your survival. Some people are better at it and so are some enemies. Never seen a purple ork have ya?
Combat Rolls
Buffs and debuffs will be added depending on the foes you face, the equipment you have and the personal traits you accumulate. Notable personal kills will add to your own buffs/debuffs or a Heroes.
Specialised Combat like Close Combat falls under Combat Rolls. This is just something that applies when those special conditions are met.
Corruption Rolls
{REDACTED INFORMATION, PRESENT INQUISITORIAL ROSSETE.}
Be wary of these.
Debrief Phase
After a campaign is completed, you may influence the area your Regiment goes to next. A list will be provided allowing you to choose.
Character Sheet: Private Lothar
Your personal character from The Astra Militarum.
Traits:
A distinguishing quality that effects your personal character.
Haunted. What your actions have led to is something you carry. Every blink you hear the whispers of your allies. Asking for why. Every step weighed by the gazes of the dead. Those who died because of your plan. (You have the eyes of a veteran, any intimidation actions gain a +5 to your roll.)
Regiment: Vitrian Dragoons
Vitrian Dragoons.
War is something you are proud to have taken part in. Your armour, is different from many other regiments, you can boast to survive rounds that no ordinary guardsman can take such as a Xenos Witch sniper rifle. You also have the ability to turn that armour into night camouflage. As such you have partaken in stealth training. You glance to your weapons once more, the sword and lasgun gleaming as it was freshly cleaned. Your Byhata close to your heart you smile at the rain.
(Hit Hard +10 to ranged Combat Rolls. Mica Armour –10 to Enemy Combat Rolls. Bead Gleam +10 to Stealth or +20 at night Stealth Rolls)
Regiments decide the beginning of your character, what equipment they may use and the personal beliefs they may have. Most starting Regiments have lasguns and semblances of Flak armour.
Regiment Equipment: Lasguns (Highest setting): More damage but less ammunition. Can be fitted with spike bayonet. Mica Bead Armour : Armour that resembles primitive metallic mail but is more sophisticated than it appears. Crystalline armour covering insulating thermal fabric. The armour can have its reflectivity to blend in to its surroundings, more effective at night. Full-face helmet with visor. Obsidian (Black) in appearance. Sword: Often mistaken for a bayonet, this weapon has the ability to attach to a lasgun but is large enough to be used without. Byhata: Also known as the Vitrian Art of War, is a text detailing the combat doctrine, philosophies and principles of warfare followed by the Vitrian Dragoons. Gene-locked to each soldier, it is located above the owners heart in their flak tunic.
Corruption
Current status 5/100
Persons of Importance:
Heros of the Regiment, boosting rolls via their actions or just being there.
Adrehan Raabeherz
Traits:
Noblesse Oblige pour le sang- Your left golden hand indicates your status as a noble. You are mostly dominant in conversations. You have been for a long time and that is reflected in how you talk to someone. +5 to all conversations of someone who is of lower status or lesser will. -10 to all conversations to someone that is of higher status unless you have accepted them.
Veteran: Your right golden hand indicates you are a veteran. You have had many conflicts. You have survived and picked up alot of tricks. +5 to personal Combat Rolls.
Auto Cannon: A personal choice that allows heavy damage to many foes. A worthy addition to the Dragoons.
Adrehan Raabeherz
Botches
Traits:
Orphan: No family to hold them back or guide them.
Want for Wealth: You have gone without food or wealth. You try to get as much as you can out of everything, this can get you into trouble. +5 to bartering rolls. +5 to looting rolls
Honour Scar: Challenged to a duel, you have accepted and lost, it may not be the greatest outcome but no one will look down of you. Reputation
Botches
Commissar
Traits:
Commissar: The back bone to any Regiment, you ensure they hold the line. Or die trying. +5 to morale to others.
Survivor: You have survived a conflict many others did not. It does not make you feel any better. Reputation
Ear of the Colonel: You can make suggestions to the Colonel of the Regiment without any downsides. Power.
Commissar
Leaders of the Regiment, using tactics to help boost or get you into more trouble.
Colonel Leuchtend.
Traits:
Cunning: Your plans may be contrived, but more often than not they work to be the most efficient...When your subordinates follow them. +5 to friendly combat rolls.
Veteran: You have had many conflicts. You have survived and picked up alot of tricks. +5 to personal Combat Rolls.
Intelligence is half the battle: you have a number of aides that help get information to you quickly allowing for qfast adjustments to your plans.
[X] This Commissar is one who has survived
[X] Cunning
[X] Vitrian Dragoons
the commander will be able to manouver the regiment so our first strike out of stealth will destroy the enemy and a competent commissar will ensure that this works smoothly
Hmmm can we get the steel legion? One of there buffs would be they are a combine arms regiment. Or that they have combat experience because they are from Armageddon. While for debuffs one could be that some people like the Inquisition will be more interested in us or more suspicious because of our combined arms. Or other debuff could be.that we have less equipment because Armageddon is still rebuilding.
Hmmm can we get the steel legion? One of there buffs would be they are a combine arms regiment. Or that they have combat experience because they are from Armageddon. While for debuffs one could be that some people like the Inquisition will be more interested in us or more suspicious because of our combined arms. Or other debuff could be.that we have less equipment because Armageddon is still rebuilding.
I'll make a more story introduction tommorow but for now, Armageddon Steel Legion is viable. Buffs:
Look ma, all hands +10 to rolls involving vehicles (from the humble speeder to the rumbling baneblade).
Guard of Hell +10 to defensive Combat Rolls
Creed's Motto - Regiment gains 6 tanks of unknown quality. Roll a 1d10 to see what types you have been given.
Debuffs:
Killa Wacka +10 to enemy combat rolls +20 to all enemy stealth rolls when near this hero. You are facing a target that has hurt Armageddon. The main reason you are here is to kill that damn Ork. Killa Wacka is here...and it knows you are too. (The enemy knows you and your tactics, be wary)
Enemy hero on the field. Veteran Commisar Locked out
Edit: Added to the Starting Regimental section.
[X] This Commissar is one who has survived
[X] Foolish
[X] Maccabian Janissaries
First time I've seen Maccabian Janissaries mentioned, really like the faction, they're on par with death korps for me, gonna vote for it even if it's probably not gonna win
Also no Tempestus Scions? Might be neat to be sent to some high profile suicidal missions
12 People have voted for :
[X] Cunning
This has won out by a fair margin. Foolish Commander only having 2 votes.
11 have voted for :
[X] This Commissar is one who has survived
Similar to the previous one, the only other rival is Veteran Commissar with 2 votes.
This means that Maccabian Janissaries are locked out.
The Regiment is actually tied at the moment. Took so long due to the fact I was waiting for a winner, I'll be giving a 2 hours voting period for anyone who wants to make a last minute change. If it remains tied I will be using a dice roll to determine the regiment between the two.
[X] Vitrian Dragoons. [X] Savlar Chem-Dogs.
Edit: Vote Closed, Vitrian Dragoons have won. Next segment will be up tommorow