WH40k - To Stand Against Horror

Introduction - Campaign Aftermath
Sorry about the wait, new update on windows corrupted my Drivers and I had to reinstall all my gear after trying to figure out what the issues were. Along with that, some of my original documents for the quest got deleted. Had to recreate them.


[X] Trapping. Botches will set up the Killa Kan to explode, its radius means you give up half the trench to the Orks to enact this plan. Your remaining squad consists of 40 men and women, this plan forces more people to the same cover. Less guns down range. Higher risk and potentially high reward. Failure means a more difficult position.
Whilst you are not the leader in any capacity, you can glance and see the others are not making the decision. Andrehan hums in thought but you know from personal experience he prefers fight to thinking. Botches is relatively new to the Regiment which means he won't have the soldier's trust. Alongside that...casting a careful eye on Botches you note his demeaner of slinking instead of standing. Not exactly leader material. The Commissar is staring at the corpse of your old squad leader. Their melted armour moulded to the screaming jaw open to the world. It looks like it's up to you.

You stand raising your voice over the controlled frenzy of Dragoons moving into cover. "Demolitions! Set charges on that Ork scrap! Everyone else, back away from it!" Your voice carries through the trench. Your booming tone that catches attention learned from watching the proud Broodcarers of the Orphanage maintaining order.

(Persuasion | I have a Plan!: 43)

They glance back at you, thinking for a second. The demolition specialist is already moving even as some of the guard is clearly thinking about ignoring your orders. They are quickly made to conform by their more convinced friends. Making their way back to you, the already miniscule cover is swarmed. Five guardsmen drop into your own hole returning your nod. As the demolitions is finally placed you can hear the Orks yelling happily from their captured lines. The person to your left holds their hand to the Aquilla on their gun praying. Muttering away to the God-Emperor and trying to ignore the xenos slobbering in the trenches.

"Fix bayonets! We hold them here! Demo, once they get past that walker blow them to hell!" You yell once more. Your own hand fitting your 'bayonet' to the rifle. The clinking of metal letting you know that order is followed. The Commissar rests on the sandbag to your right, Andrehan and Botches are further to your left prepared to lay hell. Aiming your own weapon down range, you see them once more.
They pile out of the corner of the trench, still slick with the blood of comrades. An Ork with a dazzlingly bright gold jaw laughs.

"Oi, da humiez are tryna-" is the most it gets to. The rest of the sentence cut off with its head.

(Combat | Go no further: 4+15: 24)

The first moments are crucial in a battle. This is drilled into you from the moment you first spawned on Vitrian to crawling into the Guard. Every second counts and your forces.... fail. The Ork who should be dead, missing half its head seems to focus back up. Its remaining eye glaring forward as it opens its jaw to screech

"WAAAAAAAAAAAAAAAAAAAAAGH"
With that cry, they charge. Your comrades flinching at the cry as their guns fire overhead of the Orks making their way across the trench. Rounds of savagery make their way into the defenders, spattering their friends with blood. Some still live, screaming as limbs are torn asunder from the brutal guns. The Orks bloodlust growing as they stomp corpses into the ground and clamber over the Killa Kan.

"Blow it! Blow it! Blow it now!" The Commissar bellows out. Her voice in symphony with her bolt pistol.

(Combat | A well placed Explosive: 1)

The blob of green swells for a second. Then you are looking at the sky. A cough comes, unwelcomed. Turning onto your front, you place a foot on the ground to look.

A cloud of smoke obscures your vision. Smatterings of dirt land around you. Where there was once a trench lies a large...looming hole. The Orks are most likely splatters in the wind. Along with that...

You look down to see a leg. The well-worn boots firmly attached to the cared for trousers. The blood leaks out of the other end. A hand on the shoulder spooks you. You look into the eyes of the Commissar. Behind her you see Adrehan on his back, trying to get his breath back. Botches is trying to help even as he does the same. The five others whose name escapes you are in similar states of shock. You speak.

"That wasn't...Charges aren't...The explosive can't have..." Your voice comes out in a horrified stutter. 40 men and women of the Imperium. People who followed your plan...Gone. The Commissar leans closer to you, the grim look dominating your mind as her eyes glare with intent.

"They gave their lives for the Emperor soldier. Remember that and respect that."

For a long moment you try to hold that thought. That singular idea...The whistling wind shuddering in the vast silence. A crunch.

A green arm swipes the both of you, grunts escaping as you smack against the Auto Cannon. "You Fink Dat will 'urt me? I'z Snudruz Glintbita! You'z got to try betta than tha'!"
Snudruz Glintbita (With Gold Jaw)


With a clanking step, you see the Ork with the golden jaw. Barely wearing armour apart from a single pauldron, the mechanical arm more than makes up for it as the bulky mess seems to have a makeshift shield welded onto the clawed arm. Its metal leg is much less high tech, quite literally a boot and some rebar forced into the shape of a leg. Finally, is its most distinct feature, a golden jaw welded or perhaps replacing the mouth as it leers at you.

(Personal Combat | Nice glinty target: 71+15: 86 VS I'z Unstoppable: 54)

The Lasgun fires at the eye-catching face. The power of the shot this close being more than enough to sear the jaw armour. The Ork yelps. It flinches back, kicking at you with its metal leg. You roll along the ground. Even so, you hear the crunches of the Ork as it tries to follow.
"M's Ja'! Y's Gi's!"

You manage to scramble far enough away to get decent footing allowing you to turn to observe your handiwork.... Huh. It seems the Ork was foolish enough to make his jaw out of gold. Combined with your shot. It seems to have melted. Raising your gun at the Ork you fire once more.

(Personal Combat | Hit it again: 81+ 15: 96 VS Y's Gi's: 82 Interrupt: Did you forget?)

The foe goes to raise its claw, only to be struck by a multiple lasguns. You flinch at the cracking sound of the cannon roaring alongside them. The Ork barely gets the chance to roar in outrage before its covered in fire. It smashes the ground causing more smoke to spike up. A squaky slam clicking back across the trenches as your comrades fire into the smoke. Barely able to see the gold-jawed Ork around the corner.

"...Xenos idiot." Adrehan declares. Resting on the smoking barrel of the Auto Cannon looking for the Ork. The Commissar standing next to it, not even winded from the Ork. Botches is making his way over to you. His pace is steady among the scraps of metal or flesh. He grips you and drags you back to the survivors of your squad. The other five living guards have their still cooling guns aiming towards the open terrain. Ready to do their duty.
Quietly you sit. Your watch focused on the destructive opening the bomb caused. Guarding it...Watching over the massacre of your fellow allies you feel...

(Due to bad rolls, you have witnessed an act that has caused you stress. This has resulted in a negative trait that can influence your character unless it is addressed. In order to get rid of traits like these you may do a number of things like faith, i.e priest confessions / vices like alcohol or other such actions / talking to someone/ etc. Some work quicker but may turn into issues on their own. Ya know, using drugs may be good mentally for a short peroid then suddenly getting hooked and wanting more... you get the picture.)

[ ] 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.

[ ] Regret. This action was something that could have been avoided. Maybe if you knew more? Maybe if you had learned more about explosives? Maybe even questioned the demolitons specialist? You will never repeat this.

[ ] Fury. The damn Orks should have never come into the galaxy! They should have never even crawled out of whatever forsaken rock that spawned them! The blasted scum should have never forced this outcome. Should never have gotten your comrades killed.

[ ] Sorrow. You did not have a family. These people, the comrades...They were your family...And they lie dead. These souls of life laughing with you in training, comforting each other in the hard times... Gone...

A figure running towards your trench catches your attention. The Lasgun comes up a second later to focus on the figure running towards your position. A couple of seconds as the dust from the explosion is still settling you see the figure turn into an aide of the Colonel. Their more standard looking flak armour marking out their difference as you look upon them. You wave as they get closer to deliver the news...



A figure stands over a map. Rudimentary drawings of a plan are bare to see on the paper as around it, an efficient communication of information is passed between members of this room. The grey tent lit by the flashes of combat over the horizon. Off to the side artillery guns targeting specific spots before committing are placed near. Supply trucks loaded and ready to go to the front. The forward operating base being rudimentary as the bare necessities are utilised. The tent being the only main structure. Filled with aides and support staff who rely information to the figure in the middle.

He is a dark-skinned man. Their bottom half of their face covered by a well-maintained beard. A chiselled face with piercing blue eyes is all that can be made out. A large cap covering their head accompanying the grey coat and armour. Shining marks on his shoulders denote his rank as Colonel. They are listening to the information being shouted out to him.
Colonel Leuchtend

"The Tunnel Rats have taken sectors one through to eight along with eliminating the enemy's airfield!"

"Orks at Sector thirteen, fifteen and sixteen have moved in on the bait."

"Navy is requesting an update on-"

"Janissaries are reporting Orks moving on bait."

"Chem-Dogs have been forced to stop at sector ten, heavy casualties but Orks are following the rest."

He hums in thought. A smile on his lips.

"Tell the Navy to bombard on the selected coordinates. All other Regiments hold until it is finished and move in. Status of the Dragoons?" The orders are quick and smooth as the speaker continues to look at the map. An aide pauses at a Vox-communicator.

"Squads one to four have been wiped. Squad five have a fireteams worth of survivors and Squads six to nine are fully operational." The news seems to hit harder as the Colonel frowns at this news. He hums in thought.

"After this is done, I will need to rest and get more recruits." He mutters quietly. Scanning the battle, he notes the amount of attention that the Dragoons would have faced on his own request. "You've made me proud." He whispers quietly as he talks to the other Regiment leaders over Vox.

[ ] Silrock. Remain on the planet. Recruits will be sent but for now you will be fighting at half strength. The main focus will be on combat, tactic building of the Vitrians.

[ ] Teldon. A pleasure world that will allow your regiment some R & R whilst waiting for recruits to be sent to you. Focus on regiment building, talking to people and relationships.

[ ] Ark 3. A cardinal world. You will be on a planet owned by the Ecclesiarch for all the good and bad that entails. Focus on potentially gaining allies in the church, cultural building of the Vitrians.

This introduction campaign is complete, short and sweet. One of the two final mechanics of the campaign is the debrief phase. After a campaign is finished you can influence where your regiment gets sent to next. A brief description of what to expect in the planets will be provided. Also I will be finally giving you a chance to name the character on the next chapter. The other final mechanic will be placed on Rolls for the Campaign information sheet if you want a hint.
 
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[X] 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.
[X] Ark 3. A cardinal world. You will be on a planet owned by the Ecclesiarch for all the good and bad that entails. Focus on potentially gaining allies in the church, cultural building of the Vitrians.
 
[X] Fury. The damn Orks should have never come into the galaxy! They should have never even crawled out of whatever forsaken rock that spawned them! The blasted scum should have never forced this outcome. Should never have gotten your comrades killed.

[X] Teldon. A pleasure world that will allow your regiment some R & R whilst waiting for recruits to be sent to you. Focus on regiment building, talking to people and relationships.
 
[X] Sorrow. You did not have a family. These people, the comrades...They were your family...And they lie dead. These souls of life laughing with you in training, comforting each other in the hard times... Gone...

[X] Teldon. A pleasure world that will allow your regiment some R & R whilst waiting for recruits to be sent to you. Focus on regiment building, talking to people and relationships.
 
Enemies of Note
Enemies come from a variety of races and as a result have different abilities, actions and thought processes. How do you get information on them as well as any buffs they might have? Perception rolls will reveal these things or seeing them used on you or allies.

Enemies of the Regiment, boosting rolls via their actions or just being there.

Snudruz Glintbita
Traits:
WAAAAAAAAAAAAAAAAGH: Orks who hear this cry will gain a massive boost to morale. Able to ignore most wounds and and morale breaking actions.
Wounded: -5 to Combat Rolls
Snudruz Glintbita (With Gold Jaw)


Nemesis Of the Regiment, Hated Foe of your Regiment. They will hunt you to the ends of the Universe.
 
[X] Fury.
[X] Teldon. A pleasure world that will allow your regiment some R & R whilst waiting for recruits to be sent to you. Focus on regiment building, talking to people and relationships.
 
[X] 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.
[X] Ark 3. A cardinal world. You will be on a planet owned by the Ecclesiarch for all the good and bad that entails. Focus on potentially gaining allies in the church, cultural building of the Vitrians.
 
Oof, a rough roll on the one.

[X] 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.
[X] Silrock. Remain on the planet. Recruits will be sent but for now you will be fighting at half strength. The main focus will be on combat, tactic building of the Vitrians.
 
[X] 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.
[X] Silrock. Remain on the planet. Recruits will be sent but for now you will be fighting at half strength. The main focus will be on combat, tactic building of the Vitrians.
 
[X] Fury. The damn Orks should have never come into the galaxy! They should have never even crawled out of whatever forsaken rock that spawned them! The blasted scum should have never forced this outcome. Should never have gotten your comrades killed.

[X] Teldon. A pleasure world that will allow your regiment some R & R whilst waiting for recruits to be sent to you. Focus on regiment building, talking to people and relationships.
 
[X] 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.
[X] Silrock. Remain on the planet. Recruits will be sent but for now you will be fighting at half strength. The main focus will be on combat, tactic building of the Vitrians.
 
[X] Sorrow. You did not have a family. These people, the comrades...They were your family...And they lie dead. These souls of life laughing with you in training, comforting each other in the hard times... Gone...

[X] Teldon. A pleasure world that will allow your regiment some R & R whilst waiting for recruits to be sent to you. Focus on regiment building, talking to people and relationships.
 
[X] Sorrow. You did not have a family. These people, the comrades...They were your family...And they lie dead. These souls of life laughing with you in training, comforting each other in the hard times... Gone...
[X] Teldon. A pleasure world that will allow your regiment some R & R whilst waiting for recruits to be sent to you. Focus on regiment building, talking to people and relationships.
 
[X] 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.
[X] Ark 3. A cardinal world. You will be on a planet owned by the Ecclesiarch for all the good and bad that entails. Focus on potentially gaining allies in the church, cultural building of the Vitrians.

Ouch, that were some horrible rolls
 
[X] 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.
[X] Ark 3. A cardinal world. You will be on a planet owned by the Ecclesiarch for all the good and bad that entails. Focus on potentially gaining allies in the church, cultural building of the Vitrians.
 
Introduction : Warp Travel
Just a fair warning, i did write a little bit of a horror section (amaturish of course) but I have provided a picture to go along with that section. If you have an aversion to uncomfortable feelings, please avoid the yellow text and picture with that. Along with that thank you for reading so far and voting on the story.

[X] 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.
[X] Teldon. A pleasure world that will allow your regiment some R & R whilst waiting for recruits to be sent to you. Focus on regiment building, talking to people and relationships

Cleaning down the muck on your weapon sitting on your lap, you watch the distance silhouettes of tanks rumbling to your previous hole in the ground. The night sky illuminated by the moon that shines on the moors in front of you. The simple green landscape stretching as far as you can see with the occasional road grounded into them by a thousand boots. Your own boots are placed upon the steel beam to keep yourself from falling into the pit of soldiers grumbling in the hold.

The massive transport vehicles forming your convey, known as Gorgons, have not seen much use in combat on this world. The retaking of the Moorland was the first thing achieved on the planet via dropships. The rest of the world swallowed by thick swamp making them unreliable to transport or join in fights. As such this little trip with your Regiment back to the spaceport is something they happily obliged.

The slow pace of the massive Gorgon lets you enjoy this night as you lay back. One of the crew manning the massive heavy stubber just above you starts to hum a lullaby, the rest of the Gorgon crew singing along in quiet tones lulling some guardsmen to sleep in their cramped states.
You can barely hear it as you slowly close your eyes, letting the growling of the machine enter your soul as you sway. The lullaby drumming with it "There will come a time where I will look in your eye. You will pray to the God-Emperor on my side." You drift...


You sit, a rifle in your hand. A sword at your side. The door is closed. The house is made of metal and wood, slumbering with age with a cover of darkness lingering all around. The door Is closed. The windows locked and the house is barren. You are in a simple chair. You stare at the door.

The windows have figures pass by, a faceless mask staring for a split second. The Door Is closed. The house is quiet and nothing moves. The deafening silence continues. The figures at the window hold for a moment. The Door Is Closed. Countless things standing in the window. You cannot see their faces. The window is shaded, only letting you see their shadows staring, judging. The Door IS Closed. You stare at the door. Not a single figure is moving... Just...being there.

THE Door IS Closed. You know there can be nothing in the house but the creak of a floorboard resonates behind you. The sound creeping up your spine. Nothing...Another rasp of Something on a floorboard. Closer. Its footstep is slow, ponderous...slimy as you hear it. THE Door IS CLOSED.

Surely a look will not change this? The old floor creaks one more. Closer. A putrid tinge of a corpse in the air. The mix of a week-old body and a burnt almost leather smell tickling your nose with disgust.

THE DOOR IS CLOSED.


You turn your head. Surveying an empty room. No furniture. Nothing. You look back.
The Door is open


Hands jostling you awake. You fumble for a moment, your heart in your throat. Your eyes adjusting to the warm sunlight on you. You can see a beautiful sun rising in the distance, shining on the still dirty Botches standing over you. His armour still having flecks of dirt and faint smudging of blood stained on it. "Oi, no falling off now. We are reaching the port now."

His finger points to the buildings a few hundred yards away as the Gorgon rumbles closer to it. Nodding at him, you breath to steady your frantic heart. What was that? You check your weapons once more. Trying to forget whatever that was. You stand up as you get closer to the city, hearing the bustling city rummaging around.

The world of Juviek is a life-filled planet on the verge of leaving the feudal status and becoming something more, this is non more apparent that the capital of this world as you approach the gates and move through. The outer walls are gargantuan steel bulwarks carrying the damage of the Ork siege. Passing through you can see an inner wall of that same steel-like wood in the swamp, dwarfed by the outer wall but still wounded from when the Orks broke through certain points. The city is made out of the brick with the sharp metal structures placed in certain areas.

A far cry from the wounded ruins of the Imperial citizens you first came across on this planet. The scars are still there, buildings collapsed from the orkish rampage, some swathes of blood not cleaned up yet and pyres of corpses are seen on the outskirts. But it is healing. As you are driven through, you look at the citizens continuing on with life. Some are still skeletal, gaunt figures walking slowly to markets or homes. Others are fine, their body still afresh with food as they start to gather mortar and bricks. The city slowly rebuilds. A step at a time.

Botches watches the people passing by with you. You do not say anything and neither does he. Just watching, his face blank as he stares at his home passing by.

The Gorgan convey begins to slow as you reach the gates of the space port. The difference between the brickwork of the local world and the harsh, unforgiving metal of the Imperium makes itself known quickly. As you pass through, you can see squads of your Regiment lining up for check-up. Your vehicle comes to a stop and you climb down the side of the vehicle.

You slowly step into line with the other squads. You see none of squad one, two, three or four. The other squads are noticing this as well as they begin looking for more Gorgons transporting the Regiment.

You know no more will be coming.

You stand in place of your Squad Leader, the others in your squad stand in formation. The entire nine of you. Adrehan, Botches, The Commissar, the five others you do not know and you. It is eerie as you all stand in line under the gazes of the Regiment.

This doesn't last for long as the command element for your Regiment walks over to you, the Senior Commissar glaring at the squad. His brown eyes are made of burning hatred, his usual uniform covered by a steel plate reminiscent of the local 'knights' often on feudal worlds. His voice arm covered by what can be assumed to be a power fist whilst his waist has a plasma pistol attached to it. A single long scar marks his face, from his eye to his jaw. A striking beard only further attributes to the 'knightly' look. He looks at you.

Senior Commissar Zacharil


"I was informed you took charge." He pulls the cuff of his uniform up to his hand with his power first as he states this. You bark back.

"Yes Commissar." He looks you up and down carefully. Leaning close his voice comes out in a hiss.

"What is your name." Commissar Zacharil his shrill voice demands. You reply

[ ] "Private Lothar." Choice from the Author.

[ ] Write in – No last names In the culture of Vitrian, orphans earn their names via deeds or becoming nobles. Commoners can choose to forget their last names when enlisting to gain more renown. Nobles have a lot of pressure to keep their last names when enlisting and must perform excellently to honour their family.

He shakes his head at you. "Corporal, you will get your men aboard. Is that clear." Is his next command. You pale at the thought of leading once more, the judging faces of your dead comrades glaring at you as you blink.

"Yes Commissar!" You shout back. He nods once, turning to walk with the rest of the command squad. Presumably to go back to the Colonel. You know that the Commander of your Regiment has taken charge since the untimely death of the Major that was supposed to lead this retaking of the planet.

The Regiment speaking in low tones as you all wait. Transports come down taking two squads at a time to the Endeavour-class Light Cruiser 'Staunch Dagger' serving as your vessal for the journey. As you are the last taken up you look to the Commissar assigned to your squad.

"May I know your name Ma'am?" You ask briefly. She looks at you.


"Why?"
"So I may know who survived that horror with me." She pauses.

"Ashturn." You nod back. The companionable atmosphere only broken by the transport coming down to get you. The transport allows you all to sit, your numbers allowing you to fit into the transport with squads six and seven. Your own squad is silent compared to their bickering and bantering as they talk to friends.

Arriving on the ship, you see the Tech-Priests directing your fellow soldiers into certain hallways. Most likely barracks for you to rest at. Your own squad follows behind your own Tech-Priest. The man covered in red robes that barely hid metal bulging out at every opportunity. He leads you to a room made for a large amount of people, bunk beds and foot lockers stretching out along the room. You choose a bed, sitting down and cleaning your armour as you remove it. You ponder what to do on the ship for a moment.

(Choose 1)
[ ] Train to improve a skill
[ ] Find a priest to talk to
[ ] Talk to the other five survivors of the squad
[ ] Talk to Botches
[ ] Talk to Andrehan
[ ] To Commissar Ashturn
[ ] Help around the ship (meet new people)

Well, welcome to the end of the introductionary chapters. This will be entering the aftermath of a campaign which depending on the choices you make, it may go fast or slow). You have been promoted throught attrition. So your leadership skills are...subpar with what one would expect. So, with the travel of a ship going through the warp I will need someone to make a 1d100 roll. This roll will be added to the informationj sheet if you want to look for more. This will affect a lot of things in the warp, time to travel, attention of beings, attacks, disruptions or malfunctions. And since it is the warp the only way to buff these rolls are the attention of greater beings. First one to roll a 1d100 will get the roll to decide how troublesome or easy your warp travels are. Good luck.
 
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[X] Find a priest to talk to

We should handle our issues and a Priest should be good for that, especially on a Paradise World which I assume specializes in this kind of stuff. By the way, the image doesn't work.
 
[X] Find a priest to talk to

We should handle our issues and a Priest should be good for that, especially on a Paradise World which I assume specializes in this kind of stuff. By the way, the image doesn't work.
Dunno why it wasn't working, should be now however. Thanks for telling me
 
We not voting the name or does it auto proc if we dont to Luthor if we dont vote for it?
 
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